Nina Galemantle

Nina Galemantle

Level 6 monk

medium humanoid (half-elf), lawful neutral

Armor Class: 18 (Unarmored Defense)
Hit Points: 51 (6d8+18)
51 / 51
Hit Dice: / lr
Speed: 40ft
STR
8 (-1)
DEX
20 (+5)
CON
16 (+3)
INT
8 (-1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws: STR +2 DEX +8
Skills: Stealth +8 Perception +6 Acrobatics +8 Nature +2 Insight +6 Survival +6
Damage Resistances: Lightning, Thunder
Senses: Darkvision 60ft, Passive Perception 16
Languages: Common, Dwarvish, Elvish
Innate Spellcasting: Nina's innate spellcasting ability is Wisdom (spell save DC 14 , +6 to hit with spell attacks). Nina can innately cast the following spells, requiring no material components:

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Ki: You have 6 ki points that fuel your abilities. You regains all your ki points when you finishes a short or long rest. ( / sr)

Ki-fueled Attack: If you spend 1 ki point or more as part of your action, you can make one attack with a monk weapon as a bonus action.

Focused Aim (1-3 ki): When you miss with an attack roll, you can spend up to 3 ki points to increase your attack roll by 2 for each ki point, potentially turning a miss into a hit.

Stunning Strike (1 ki): When you hit with a melee weapon attack, you can force the target to make a DC 14 Constitution saving throw. On a failure, they are stunned until the end of your next turn.

Actions

Multiattack: You can attack twice.

Unarmed Strike: Melee weapon attack: +8 to hit, reach 5ft, one target. Hit: 8 (1d6+5) bludgeoning damage.

Whip: Melee weapon attack: +9 to hit, reach 10ft, one target. Hit: 9 (1d6+6) slashing damage.

Bonus Actions

Fists of Thunder (1 ki): You can make two unarmed strikes. The unarmed strikes have the Reach property and deal thunder damage instead of bludgeoning.

Stormsurge (1 ki): You take the Dash and Disengage actions, and you gain a fly speed equal to your movement speed until the start of your next turn. If you move within 5 feet of a creature until then, it needs to make a DC 14 Dexterity saving throw, or take 6 (1d6+3) lightning damage. You can attempt to shock up to 3 different creatures.

Electric Retribution (1 ki): You take the Dodge action, and enemies that target you with an attack before the start of your next turn take 6 (1d6+3) lightning damage.

Reactions

Deflect Missiles: When you are hit by a ranged weapon attack, you can reduce the damage taken by 16 (1d10+11). If the damage is reduced to 0, you can spend 1 ki to throw it back.

Slow Fall: When you take fall damage, you can decrease the damage taken by 30.

Nina Galemantle

RaceHalf-elf
ClassWay of the Storm Seeker Monk
BackgroundAcolyte
AlignmentLawful Neutral
Age31

  • Feats:
    • Elven Accuracy
    • +2 DEX
  • Uncommon item: +1 whip