{"name":"Gwen (Gwyn) Hwyr","class":"Monk (Way of Mercy)","level":"4","background":"Hermit","race":"Half-Elf","alignment":"Lawful-Neutral","proficiency_bonus":"2","strength":"10","dexterity":"16","constitution":"14","intelligence":"12","wisdom":"18","charisma":"16","str_save":"2","dex_save":"5","con_save":"2","int_save":"1","wis_save":"4","cha_save":"3","hit_die":"8","total_hit_dice":"4","acrobatics":"5","animal_handling":"4","arcana":"1","athletics":"0","deception":"3","history":"1","insight":"6","intimidation":"3","investigation":"1","medicine":"6","nature":"3","perception":"6","performance":"3","persuasion":"3","religion":"3","sleight_of_hands":"3","stealth":"5","survival":"4","proficiencies":"","armor_class":"17","hit_points":"34","initiative":"3","speed":"40","proficiences_and_languages":"Armour: \r\n- None (Unarmored Defense). \r\nWeapons: \r\n- Simple weapons (Class - Monk). \r\n- Shortswords (Class - Monk). \r\nTools: \r\n- Cook\u2019s utensils (Class - Monk). \r\n- Herbalism kit (Background - Hermit, & Implements of Mercy). \r\nSaving Throws: \r\n- Strength (Class - Monk). \r\n- Dexterity (Class - Monk). \r\nSkills: \r\n- Acrobatics, Stealth (Class - Monk) \r\n- Nature, Preception (Race Feature - Skill Versatility) \r\n- Medicine, Religion (Background - Hermit) \r\n- Insight (Implements of Mercy) \r\nLanguages: \r\n- Common\/Ascanian (Race Feature - Half-Elf). \r\n- Half-Elvish (Race Feature - Half-Elf). \r\n- Wood-Elvish (Race Feature - Half-Elf). \r\n- Draconic (Background - Hermit). \r\nAbility Score Improvement: \r\n- +2 Wisdom (Level 4). \r\n","attacks":"Weapon | Attack | Damage \r\nQuarterstaff (One-Handed) | [roll:1d20+5] | [roll:1d6+3] (Bludgeoning) \r\nQuarterstaff (Two-Handed) | [roll:1d20+5] | [roll:1d8+3] (Bludgeoning) \r\nDagger (One-Handed)  | [roll:1d20+5] | [roll:1d4+3] (Piercing, 20\/60) \r\nMartial Arts | [roll:1d20+5] | [roll:1d4+3] (Bludgeonig) \r\nDart | [roll:1d20+5] | [roll:1d4+3] (Piercing, 20\/60) \r\nSling | [roll:1d20+5] | [roll:1d4+3] (Bludgeoning, 30\/120)  \r\n","spellcasting":"","equipment":"Coins; \r\n- 12 gp \r\n- 7 sp \r\n- 4 cp \r\n\r\nEquipment; \r\n- Quarterstaff. \r\n- 10x Darts. \r\n- Small Iron Dagger. \r\n- Dungeoneer\u2019s pack. \r\n- Scroll case (stuffed full of notes from my prayers and studies). \r\n- Winter blanket. \r\n- Monk common clothes. \r\n- Flat ornate raven's mask (Top with fur\/feathers, two white silk eyes, simple ornate detail, raven beak bottom, made of black porcelain, etc). \r\n- Locket, family symbol and painting of family. \r\n- Herbalism kit. \r\n- 5x Tattered Family Banner (bottom of the backpack). \r\n- 2x Bottles of Wine (vintage 20, 12 yrs). \r\n\r\n","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Passive Perception - 16\r\nKi saves DC - 14\r\nKi Points - 4\/4\r\n\r\nDarkvision; \r\nThanks to your elf blood, you have superior vision in dark and dim conditions. \r\nYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. \r\nYou can\u2019t discern colour in darkness, only shades of grey.\r\n\r\nFey Ancestry; \r\nYou have advantage on saving throws against being charmed, and magic can\u2019t put you to sleep.\r\n\r\nSkill Versatility; \r\nYou gain proficiency in two skills of your choice.\r\n\r\nLanguages; \r\nYou can speak, read, and write Common, Elvish, and one extra language of your choice.\r\n\r\nUnarmored Defense; \r\nBeginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier (10+3+4 = 17). \r\n\r\nMartial Arts; \r\nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.\r\n\r\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armour or wielding a shield:\r\n\r\n\u2022 You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\r\n\r\n\u2022 You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. \r\nThis die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\r\n\r\n\u2022 When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. \r\nFor example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.\r\n\r\nCertain monasteries use specialized forms of the monk weapons. \r\nFor example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). \r\nWhatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page. \r\n\r\nKi;\r\nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.\r\n\r\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\r\n\r\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.\r\n\r\nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:\r\n\r\nKi saves DC = 8 + your proficiency bonus + your Wisdom modifier (8+2+4 = 14). \r\n\r\nFlurry of Blows:\r\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.\r\n\r\nPatient Defense:\r\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.\r\n\r\nStep of the Wind:\r\nYou 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. \r\n\r\nUnarmored Movement\r\nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armour or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.\r\n\r\nDeflect Missiles\r\nStarting at 3rd level, 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 (1d10+6). \r\n\r\nIf 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 a range of 20\/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.\r\n\r\nImplements of Mercy\r\nWhen you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.\r\n\r\nHands of Healing\r\nAt 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier (1d4+4). When you use your Flurry of Blows, you can replace one of the unarmed strikes with the use of this feature without spending its ki cost.\r\n\r\nHands of Harm\r\nAt 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier (1d4+4). You can use this feature only once per turn.\r\n\r\nSlow Fall\r\nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage (10ft = 1d6, 20d6 max) you take by an amount equal to five times your monk level (Level 4x5 = 20). ","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"119, 123","class_features":"343088","creatures_and_mounts":"","possessions_and_property":"343316, 343818, 343824, 343827, 343830","racestatblock":"343084, 343310","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"18","temporary_hit_points":"","hit_dice_used":"2","xp":"325","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"2","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"339896","world":""}