Priest (Level 2) Leslie Aryz
Name Leslie Anne Aryz
Position Monk
Rank Priest (Level 2)
Character Information
Gender | Female | |
Race | Protector Aasimar | |
Class | Monk | |
Background | Hermit |
Appearance, Attack, Defense
Height | 5'8" | |
Weight | 141 lbs | |
Age | 19 | |
Hair Color | Reddish gold | |
Eye Color | Emerald Green (semi-luminous) | |
Physical Description | Leslie is a medium-built woman who has obviously been trained in the martial arts. Her reddish gold hair is typically kept in a ponytail or let loose and comes down only to her shoulders. Her eyes are an emerald green that seem to shine with otherworldly light at times. Her skin also is prone to show some minor golden freckling when exposed to the sun. | |
Hit Points Maximum | 16 | |
Current Hit Points | 16 | |
Armor Class | 14 | |
Spellcasting Ability | wis | |
Saving Throw Proficiencies | Strength, Dexterity |
Abilities
Strength | 8 | |
Strength Modifider | -1 (+1 for Saving Throws) | |
Dexterity | 15 | |
Dexterity Modifier | +2 (+4 for Saving Throws) | |
Constitution | 10 | |
Constitution Modifier | +0 | |
Intelligence | 12 | |
Intelligence Modifier | +1 | |
Wisdom | 14 | |
Wisdom Modifier | +2 | |
Charisma | 16 | |
Charisma Modifier | +3 |
Skills
Acrobatics (Dexterity) | +2 | |
Animal Handling (Wisdom) | +2 | |
Arcana (Intelligence) | +1 | |
Athletics (Strength) | +1 | |
Deception (Charisma) | +3 | |
History (Intelligence) | +3 | |
Insight (Wisdom) | +2 | |
Intimidation (Charisma) | +3 | |
Investigation (Intelligence) | +1 | |
Medicine (Wisdom) | +4 | |
Nature (Intelligence) | +1 | |
Perception (Wisdom) | +2 | |
Performance (Charisma) | +3 | |
Persuasion (Charisma) | +3 | |
Religion (Intelligence) | +3 | |
Sleight of Hand (Dexterity) | +2 | |
Stealth (Dexterity) | +2 | |
Survival (Wisdom) | +2 |
Proficiencies
Weapons Proficiencies | Shortsword, Simple Weapons | |
Armor Proficiencies | None | |
Tools Proficiencies | Herbalism Kit Calligrapher's Supplies |
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Languages Known | Celestial, Common, Draconic | |
Proficiency Bonus | +2 |
Inventory
Current Inventory | Blanket Clothes, Common Dagger Darts (10) Herbalism Kit Adventurer's Pack 2 sets of clothes: Green and gold tunic with black skirt and green calfskin boots Dark Pink tunic and skirt with matching boots A scroll case stuffed full of notes from your studies or prayers Medallion of The Ascendant Dragon (Magic Item): Gives +1 to attack/Damage rolls so long as wearer is a Monk of the Order of the Ascendant Dragon and is wielding no weapons. Levels up with the monk up to a maximum of +5 at level 20(Levels up at levels 5/10/15/20 |
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Money | 9 |
Spells
Cantrips Known | Light |
Traits
Racial Traits | Darkvision - VGtM You can see in darkness (shades of gray) up to 60 ft. Celestial Resistance - VGtM You have resistance to necrotic damage and radiant damage. Healing Hands - VGtM Once per long rest as an action, touch a creature and restore 1 hit points. Healing Hands: 1 Action / Long Rest Light Bearer - VGtM You know the light cantrip (CHA). Light - (Cantrip) Radiant Soul - VGtM [3rd] Once per long rest as an action, you can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until you end it as a bonus action, you have a flying speed (30 ft.) and once per turn you can have one attack or spell deal 1 in additional radiant damage to one target. |
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Class Traits | Hit Points - PHB, pg. 77 Proficiencies - PHB, pg. 77 History Athletics Calligrapher's Supplies Unarmored Defense - PHB, pg. 78 While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier. Martial Arts - d4 - PHB, pg. 78 While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action. Unarmed Strike: 1 Bonus Action Ki Points: 2 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. Some 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: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier KI: 2 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 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. |
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Background Traits | BACKGROUND Hermit Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. |
Personality
Personality Traits | Leslie is more than a little self-conceited, thinking more of herself than she does of others and especially on her looks. While her time at the Monastery of the Ascendant Dragon gives her some empathy towards the plights of others, she's connecting things that happen with her to 'The Master Cosmic Plan'. She feels most at peace when doing something physical and once attaining that inner peace, maintains it even during disaster | |
Ideals | Growth. Lessons hide in victory and defeat. (Any) Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) |
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Bonds | My mistake got someone hurt. I’ll never make that mistake again. I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me. |
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Flaws | I indulge in a habit that threatens my reputation or my health. (Her looks) I’d risk too much to uncover a lost bit of knowledge. |
History
Personal History | Born to parents in an outlying village, Leslie was only three years old when she was abandoned at the doorway to the Monastery of the Ascendant Dragon because her parents saw her eyes seemingly glow from time to time and grew afraid of her as some sort of demonic child. The monks, not knowing who her parents were, and only learning her first and middle names from the young girl, raised her among them. She was eventually given the last name of Aryz, meaning Graceful or Airy, because she was human appearing among many dragonborn and others. Being raised in a monastery gave Leslie a good upbringing and a solid moral compass as she often went out with the monks to the city to bring aid to those suffering, as well as learning more about the world from the adventurers that the monastery sent out to find their own ways. Some of those adventuring monks returned for extended periods to find their inner peace, others to share their stories and treasures with their fellows, which meant that the Monastery of the Ascendant Dragon was never wanting for anything and was rather affluent. Still, something had always been nagging at Leslie in her dreams, a guiding voice that called itself Tiandril, whom she played with and almost seemed to forget after she woke. As she aged, she remembered more and more of her dreams and began to sneak out to visit the city on her own more often once she became a teenager. Her inner guide was always so practical and lighthearted, egging her on to do more and more risky things. It was one such trip, when she brought along another hatchling(as the monks called them) that they got into some trouble and Lethe had gotten injured because she'd tripped an alarm. They returned to the monastery safely, but she never forgave herself for that. Growing into her training, Leslie turned nineteen and was brought forward to the Abbott, one of the highest ranking monks of the Ascendant Dragon order and given a golden amulet depicting Bahamut along with various supplies and informed that as she was now of the right age, it was her turn to take the Dragon's Path and seek out her Inner Dragon as an adventurer. Like those before her, she was sent in a random direction, which brought her to Pegasus Falls. |