Class Features:
Monk, level 1:
◆ Martial Arts (Monk 1, PHB 78) [1d4]
Monk weapons: any simple melee (not two-handed/heavy), unarmed strike, shortsword
With monk weapons, I can use Dex instead of Str and use the Martial Arts damage die
When taking an Attack action with these, I get one unarmed strike as a bonus action
◆ Unarmored Defense (Monk 1, PHB 78)
Without armor and no shield, my AC is 10 + Dexterity modifier + Wisdom modifier
Level 2:
◆ Ki (Monk 2, PHB 78) [2× per short rest]
I can spend ki points to fuel special actions (see third page)
I need to meditate for at least 30 min of a short rest for that short rest to restore ki
◆ Unarmored Movement (Monk 2, PHB 78) [+10 ft]
Speed increases and eventually lets me traverse some surfaces without falling as I move
◆ Flurry of Blows (Ki Feature, PHB 78) [1 ki point]
After taking the Attack action, I can make 2 unarmed attacks as a bonus action
◆ Patient Defense (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can take the Dodge action
◆ Step of the Wind (Ki Feature, PHB 78) [1 ki point]
As a bonus action, I can either Dash or Disengage; My jump distance doubles when I do so
◆ Deflect Missiles (Monk 3, PHB 78) [1d10 + 3 + Dexterity modifier; 1 ki to throw]
As a reaction, I can reduce ranged weapon attack damage done to me
If the damage is negated, I catch and may throw it back (20/60 ft) as a monk weapon
◆ Hands of Healing (Way of Mercy 3, TCoE 49) [1 ki point; heal 1d4 + Wisdom modifier]
As an action, I can spend 1 ki point to touch a creature and restore a number of its HP
When I use Flurry of Blows, I can do this instead of one unarmed strike (no extra ki cost)
◆ Hands of Harm (Way of Mercy 3, TCoE 50) [1 ki point; 1d4 + Wis mod necrotic damage]
When I hit a creature with an unarmed strike, I can spend 1 ki point to deal extra damage
I can use this feature only once per turn
◆ Implements of Mercy (Way of Mercy 3, TCoE 49)
I gain proficiency with Insight, Medicine, and herbalism kit; I have a special Merciful Mask
Racial Traits:
Tortle (+2 Strength, +1 Wisdom)
Claws: I can use my claws to make unarmed strikes dealing 1d4 slashing damage.
Hold Breath: I can hold my breath for up to 1 hour at a time.
Natural Armor: I have a base AC of 17, but I can't add my Dex to it or wear armour.
Shell Defense: As an action, I can withdraw into my shell and gain +4 AC and adv. on Str and Con saves, but I count as prone, have speed 0, have disadv. on Dex saves, and can't take reactions. The only action I can take is a bonus action to emerge from the shell.
Background Feature:
Discovery
The quiet seclusion of my extended hermitage gave me access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of my seclusion. It might be a great truth, a hidden site, a long forgotten fact, or unearthed some relic of the past that could rewrite history.
Features & Traits