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SPELLS & SPECIAL TRAITS
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Unarmored Defense: While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.
Martial Arts:At 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.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You 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.
* 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. 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’t already taken a bonus action this turn.
Ki: Starting 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, You 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.
When 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.
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.
PATIENT DEFENSE
Vou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
STEP OF THE WIND
Vou can spend I 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.
Unarmored Movement: Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
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BACKGROUND STORY NOTES
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* Family and village were nearly wiped out by an outbreak of cholera five years ago brought on by several passing refugees fleeing incursions by the Red Wizards.
* Without the guidance and strong hands of his parents, his natural love for independence, travel, and freedom, left him feeling out of place in the rigid structures and life of Reshemi culture. Soon after he took up with a group of local smugglers and thieves who worked the area, preying mostly on wealthy merchants and nobles.
* He was found nearly dead by Master Jandar after being betrayed by a newcomer to the smugglers group. This betrayal resulted in the death of his partner, Shevarra, and several others along with the loss of his worldly goods. Jandar invited him into the monastery, healed his physical wounds and did what he could to heal Dasim's spirit.
* His natural love of freedom and outgoing bravado is punctuated by periods of deep melancholy and guilt over surviving both his family and Shevarra. Although the meditations, martial arts, and brewing skills taught by Jandar have helped him calm his inner demons, his wanderlust and need for revenge are both quite strong.
* He seeks the one who betrayed him and a recent contact said someone meeting the man's description was rumored to be working somewhere in the Dessarin Valley.
* With Jandar's blessing, Dasim seeks to end his search while using his skills and talents to build a better life for himself and those like him who were not born into wealth and power.