{"name":"Jic Yook","class":"Monk","level":"7","background":"Hermit","race":"Changeling","alignment":"Neutral Evil","proficiency_bonus":"3","strength":"10","dexterity":"15","constitution":"10","intelligence":"11","wisdom":"15","charisma":"14","str_save":"2","dex_save":"5","con_save":"-1","int_save":"0","wis_save":"2","cha_save":"2","hit_die":"8","total_hit_dice":"7","acrobatics":"5","animal_handling":"2","arcana":"0","athletics":"2","deception":"5","history":"0","insight":"2","intimidation":"5","investigation":"0","medicine":"5","nature":"0","perception":"2","performance":"2","persuasion":"2","religion":"3","sleight_of_hands":"5","stealth":"7","survival":"2","proficiencies":"Stealth\r\nReligion\r\nIntimidation \r\nDeception\r\nMedicine  ","armor_class":"16","hit_points":"35","initiative":"2","speed":"30","proficiences_and_languages":"Simple weapons, shortsword\r\n\r\nHerbalist Kit\r\n\r\nCommon, Elfish, Dwarfish, Infernal\r\n\r\nUnarmed movement- 100ft\r\n\r\nKi DC save- 13  ","attacks":"Mace l [roll 1d6+2] Bludgeoning \r\nDart l [roll 1d4+2] Piercing \r\nMartial Arts l [roll 1d6+3]  ","spellcasting":"Way of the Open Hand\r\n\r\nOpen Hand Technique\r\nStarting when you choose this tradition at 3rd level, you can manipulate your enemy\u2019s 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:\r\n\r\nIt must succeed on a Dexterity saving throw or be knocked prone.\r\nIt must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.\r\nIt can\u2019t take reactions until the end of your next turn.\r\n\r\nWholeness of Body\r\nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.\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\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.\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 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, which has a normal range of 20 feet and a long range of 60 feet.","equipment":"Mace\r\nDungeoneers pack and Herbalism kit\r\n10 Darts\r\nA scroll case stuffed full of notes from your studies or prayers\r\na winter blanket\r\na set of common clothes\r\n20 gp","personality_trait":"Jic is secretive and doesn't trust his secrets with anyone, even people closest to him. He doesn't see the need to explain himself to others. When he sees something that needs to get done he would rather do it himself.   ","ideal":"He believes that he and his cult should be the only magic users left. They believe that magic is being misused and should only be used by leaders to keep others in line. Healing magic is a curse and an insult to all magic users.  ","bond":"The only people he associates with are people in his cult.  ","flaw":"Jic doesn't listen to others and is very stubborn. Being in a cult and being the cause of disappearances all around Fallway is also a huge flaw. ","features_and_traits":"\u2022 Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can\u2019t duplicate the appearance of a creature you\u2019ve never seen, and you revert to your natural form if you die.\r\n\r\nYou decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you\u2019re bipedal, you can\u2019t use this trait to become quadrupedal, for instance. Your clothing and other equipment don\u2019t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.\r\n\r\nEven to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection\r\n\r\n\u2022 Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.\r\n\r\nUsing this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can\u2019t use it again until you finish a short or long rest.","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":"Perfers to not wear armor ","class_features":"You gain the following benefits while you are unarmed or wielding only monk weapons and you aren\u2019t wearing armor or wielding a shield:\r\n\r\nYou can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\r\nYou can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\r\nWhen 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. For 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\u2019t already taken a bonus action this turn.\r\n\r\nSlow Fall\r\nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.\r\n\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nStunning Strike\r\nStarting at 5th level, you can interfere with the flow of ki in an opponent\u2019s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.\r\n\r\nKi-Empowered Strikes\r\nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\nEvasion\r\nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon\u2019s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n\r\nStillness of Mind\r\nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.","creatures_and_mounts":"","possessions_and_property":" \r\n","racestatblock":"Changeling ","retinue":"The Council of Wisdom ","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":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","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":"407703","world":"faa203d4-dd42-426d-bd03-ca3beab5e84e","folder":""}