Lesh
Monk 8 / Warlock 3 
Of Noble Background 

Proficiency : +4
AC: 16
HP: 73 
Speed: 45ft 

Abilities
STR  +2
Save: +6
DEX  +3Save:
Stealth + 7
Sleight of Hand + 7
Thieve’s Kit +  7
Initiative + 7
CON +1INT  WIS +3Insight +7
Medicine +7 
Herbalism +7
CHA 16, +2 


Attack Queue 
Full attack + extra attack + bonus action 
stunning strike 
POTIONS 
Dart 

Monk
  • Background: Feat: Alert: Initiative Proficiency, Initiative Swap 
  • Martial Arts: 1d8, unarmed strike as a bonus 
  • Unarmored Defense: 10+wis+dex
  • Monk’s Focus: 8, Flurry of Blows, Patient Defense, Step of the Wind 
  • Unarmored Movement
  • Uncanny Metabolism, 1/long rest: regain expended focus points when roll initiative, roll martial arts die and regain a number of hit points equal to monk level plus number rolled. 
  • Deflect Attacks. Bldg, pierce, slash, reaction to reduce attack’s total damage. 1d10 plus dex modifier and monk level. If damage to 0, can spend 1 fp to redirect point. 
  • Subclass: Mercy
  • Hand of Harm, 1fp to deal extra necrotic damage (1d8+wis), CAN POISON
  • Hand of Healing, 1fp to heal 1d8+wis HEALS BLIND, DEAF, PARALYZ, POISONED, OR STUNNED
  • slow fall, reaction to reduce damage by 5 times monk level 
  • Extra attack 
  • Stunning strike, 1FP to stun, con save
  • Evasion: if i have to make a dex save for damage i only take half or none
  • Feat: Grappler: Punch & Grab (hit a creature with hands as part of my attack and i can damage and grapple, once per turn) | Adv on creatures grappled by me | no extra movement to move a creature grappled if the creature is my size or smaller. 

Warlock 
  • Pact of the Tome 
  • Esoteric Rite, 1/lr  for 1 minute, at the end, I regain expanded Pact Magic spell slots equal to half max round up. 
  • Patron: Great Old One 
  • Psychic Spells, can change spell damage to psychic. I can also cast enchantment or illusion spells without verbal or somatic components 


Spells | +7 | DC 16
  • Cantrip: Mind Sliver, Int save or 2d6 psychic damage and subtract 1d4 from next saving throw it makes. 
  • Cantrip: Thunderclap, S, 5ft range,  Con save or 2d6 thunder 
  • Cantrip: Chill touch, VS, melee attack = 2d10 necrotic damage and it can’t regain hitpoints until the end of my next turn. 
  • Spell Slots (2) USED1, 
  • Spell: Comprehend Language (R) 
  • Spell: Detect Thoughts
  • Spell: Dissonant Whispers
  • Spell: Phantasmal Force 
  • Spell: Tasha’s Hideous Laughter 
  • Spell: Misty Step, V, Ba, 30ft unoccupied space 
  • Spell: Hex,  VSM, Ba, 90ft, concentration, 1d6 necro + disadv on a chosen ability + can take a BA to curse a new creature 
  • Spell: Unseen Servant, VSM, 60 ft, 15, can perform simple tasks for an hour 
  • Spell: Hold Person, VSM, 60ft, concentration to 1m, Wis save or paralyzed , each turn makes a save

Equipment:
Backpack

Dart (scalpel) | +7 | 1d4+3 | Finesse, Light, Thrown 20-60, VEX If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Thieve’s Tools | Pick a lock (DC15), Disarm a trap (DC15) 
Perfume  | Apply perfume, 1 hour: advantage on Persuation checks made to influence an indifferent humanoid within 5ft. 
Signal Whistle
String

Tinderbox
Waterskin
Ink

Ink Pen
Parchment
(10*)
Lamp
Rope
Oil  (7*), 1 flask=6hrs, Douse Creature ; Douse Space - Utilizing Oil as an Action
Ball Bearings, 10ft2 coverage within 10ft. Dc 10 dex save when entering area or become prone. 
G50.S00.C00*