Out of the Abyss
Dragonborn monk 3
Armor Class 14
Hit Points 17
Speed 40 ft.
Str 13 (1), Dex 16 (3), Con 11 (0), Int 13 (1), Wis 12 (1), Cha 10 (0)
Saving Throws Str +3, Dex +5
Skills Medicine +3, Religion +3, Stealth +5
Damage Resistances cold
Senses passive Perception 11
Languages Common, Draconic
Cold Breath (Recharges after short or long rest). You exhale an icy blast in a 15-foot cone. Each creature in that are must make a DC 10 Constitution saving throw, taking 2d6 cold damage on a failed save, or half as much damage on a successful one.
Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make the attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Ki (3 points) (Recharges after short or long rest). Your training allows you to harness the mystic energy of ki. You can spend these points to fuel various ki features.
Open Hand Technique. You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw DC 11 or be knocked prone.
- It must make a Strength saving throw DC 11. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Personality Traits. I connect everything to a grand cosmic plan. I feel tremendous empathy for all that suffer.
Ideals. Self-Knowledge. If you know yourself, there’s nothing left to know.
Bonds. My isolation gave me great insight to a great evil that only I can destroy.
Flaws. I am dogmatic in my thoughts in philosophy.