Mathilde Confiseuse

## **Description**

### **Appearance**

A tall, thin Aarakocra with black feathers and red plumage on their front and around parts of their head. They wear flowing, loose garments and a scarf around their neck.

## **Character information**

### **Notable items**

#### Aarakocra abilities

* **Flight:** They have a flying speed of 50 feet. To use this speed, they cannot be wearing medium or heavy armor.
* **Talons**: Their talons are natural weapons, which they can use to make unarmed strikes. If they hit with them, they deal slashing damage equal to 1d4 + their Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

#### **Proficiencies**

* **Skills**
* **Tools**:

* **Armor:**

* **Weapons:**

#### **Languages**

* Common
* Aarakocra,
* Auran.

## **Class Features and Abilities**

### **Monk**

#### Class features

##### Unarmored Defense

Beginning at 1st level, while they are wearing no armor and not wielding a shield, their AC equals 10 + their Dexterity modifier + their Wisdom modifier.

##### Martial Arts

Their practice of martial arts gives them 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.

They gain the following benefits while they are unarmed or wielding only monk weapons and aren't wearing armor or wielding a shield.

* They can use Dexterity instead of Strength for the attack and damage rolls of their unarmed strikes and monk weapons.
* They can roll a d4 in place of the normal damage of their unarmed strike or monk weapon. This die changes as they gain monk levels, as shown in the Martial Arts column of the Monk table.
* When they use the Attack action with an unarmed strike or a monk weapon on their turn, they can make one unarmed strike as a bonus action. For example, if they take the Attack action and attack with a quarterstaff, they can also make an unarmed strike as a bonus action, assuming they haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, they 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).

##### Ki

Starting at 2nd level, their training allows them to harness the mystic energy of ki. Their access to this energy is represented by a number of ki points. Their monk level determines the number of points they have, as shown in the Ki Points column of the Monk table.

They can spend these points to fuel various ki features. They start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. They can learn more ki features as they gain levels in this class.

When they spend a ki point, it is unavailable until their finish a short or long rest, at the end of which they draw all of their expended ki back into themselves. They must spend at least 30 minutes of the rest meditating to regain their ki points.

Some of their ki features require their target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

**Ki save DC** = 8 + proficiency bonus + Wisdom modifier

Flurry of Blows.

Immediately after they take the Attack action on their turn, they can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense.

They can spend 1 ki point to take the Dodge action as a bonus action on their turn.
Step of the Wind.
They can spend 1 ki point to take the Disengage or Dash action as a bonus action on their turn, and their jump distance is doubled for the turn.

##### Unarmored Movement

Starting at 2nd level, their speed increases by 10 feet while they are not wearing armor or wielding a shield. This bonus increases when they reach certain monk levels, as shown in the Monk table.

At 9th level, they gain the ability to move along vertical surfaces and across liquids on their turn without falling during the move.

##### Deflect Missiles

Starting at 3rd level, they can use their reaction to deflect or catch the missile when they are hit by a ranged weapon attack. When they do so, the damage they take from the attack is reduced by 1d10 + their Dexterity modifier + their monk level.

If they reduce the damage to 0, they can catch the missile if it is small enough for them to hold in one hand and they have at least one hand free. If they catch a missile in this way, they can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition they just caught, as part of the same reaction. They make this attack with proficiency, regardless of their weapon proficiencies, and the missile counts as a monk weapon for the attack.

##### Monastic Tradition

When they reach 3rd level, they commit to a monastic tradition, chosen from the list of available traditions. Their tradition grants them features at 3rd level and again at 6th, 11th, and 17th level.

##### Slow Fall

Beginning at 4th level, they can use a reaction when they fall to reduce any falling damage they take by an amount equal to five times their monk level.

##### Stunning Strike

Starting at 5th level, they can interfere with the flow of ki in an opponent's body. When they hit another creature with a melee weapon attack, they 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 their next turn.

##### Ki-Empowered Strikes

Starting at 6th level, their unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

##### Evasion

At 7th level, their instinctive agility lets them dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

##### Stillness of Mind

Starting at 7th level, they can use their action to end one effect on themself that is causing them to be charmed or frightened.

##### Purity of Body

At 10th level, their mastery of the ki flowing through them makes them immune to disease and poison

##### Tongue of the Sun and Moon

Starting at 13th level, they learn to touch the ki of other minds so that they understand all spoken languages. Moreover, any creature that can understand a language can understand what they say.

##### Diamond Soul

Beginning at 14th level, their mastery of ki grants them proficiency in all saving throws.

Additionally, whenever they make a saving throw and fail, they can spend 1 ki point to reroll it and take the second result.

##### Timeless Body

At 15th level, their ki sustains them so that they suffer none of the frailty of old age, and they can't be aged magically. They can still die of old age, however. In addition, they no longer need food or water.

#### Way of the Astral Self

##### Arms of the Astral Self

3rd-level

Mathilde's mastery of their ki allows them to summon a portion of their astral self. As a bonus action, they can spend 1 ki point to summon the arms of their astral self. When they do so, each creature of their choice that they can see within 10 feet of them must succeed on a Dexterity saving throw or take force damage equal to two rolls of their Martial Arts die.

For 10 minutes, these spectral arms hover near their shoulders or surround their arms (their choice). They determine the arms' appearance, and they vanish early if they are incapacitated or die.

While the spectral arms are present, they gain the following benefits:

* They can use their Wisdom modifier in place of their Strength modifier when making Strength checks and Strength saving throws.
* They can use the spectral arms to make unarmed strikes.
* When they make an unarmed strike with the arms on their turn, their reach for it is 5 feet greater than normal.
* The unarmed strikes they make with the arms can use their Wisdom modifier in place of their Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

##### Visage of the Astral Self

6th-level

They can summon the visage of their astral self. As a bonus action, or as part of the bonus action their take to activate Arms of the Astral Self, they can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if they are incapacitated or die.

The spectral visage covers their face like a helmet or mask. They determine its appearance.

While the spectral visage is present, they gain the following benefits.

Astral Sight.

They can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

Wisdom of the Spirit.

They have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit.
When they speak, they can direct their words to a creature of their choice that they can see within 60 feet of them, making it so only that creature can hear them. Alternatively, they can amplify their voice so that all creatures within 600 feet can hear them

##### Body of the Astral Self

11th level

When they have both their astral arms and visage summoned, they can cause the body of their astral self to appear (no action required). This spectral body covers their physical form like a suit of armor, connecting with the arms and visage. they determine its appearance.

While the spectral body is present, they gain the following benefits.

Deflect Energy.

When they take acid, cold, fire, force, lightning, or thunder damage, they can use their reaction to deflect it. When they do so, the damage they take is reduced by 1d10 + their Wisdom modifier (minimum reduction of 1).

##### Empowered Arms.

Once on each of their turns when they hit a target with the Arms of the Astral Self, they can deal extra damage to the target equal to their Martial Arts die.

### Ghost

##### Incorporeal Movement

Once per short rest as a bonus action, they can move through an object or a creature.

## Questions

At the beginning of every episode, the party answers a randomly selected question to help the party get to know each other.

* When asked what their least favorite smell was, Mathilde said it was the smell of burnt bread. (Bonus fun fact: the player for Mathilde, Jon Risinger, does not have a sense of smell.) Episode 1: Arrested in Attro City - The Arrest is History.
* When asked to describe love, they were familiar with the concept of love having loved their parents, but does not actively seek it out. Episode 2: Arrested in Attro City - Once Upon a Crime.
* When asked what truth means and how important it is to them, they said that truth is subjective to a certain degree, but they still found truth to be important and a measure of the value of a person. Episode 3: Arrest in Attro City - Worst Chase Scenario.
* When asked what their "at-bat" music would be, they said they loved the soundtrack to the movie Amélie. Episode 4: Arrested in Attro City - Give It the Old College Spy.
* When asked what their favorite vacation Destination would be (modified to what would be their ideal vacation) they said they would love visit the country side. [5]Episode 5: Parliament to Be.
* When asked if they had to choose a different or fallback profession in life, what would it be, they said they would be a librarian. [6] Episode 6: Alchemist the Mark.
* When asked if they believe in Faith, Destiny or free will, they said they believe in free will. [7]Episiode 7: Nuts and Vultz.
* When asked what is something surprising about them that would shock the other party members, they answered that they don't remember their death. [8] Episode 8: Gone with the Windmill.
* When asked what was their most recent Nightmare they had, they answered that they dont sleep. [9] Episode 9 Tug-O-Worg.
* When asked what they want to be remembered for, they said they want to be remembered for the perfect Croissant. [10]Episode 10: Smell the Fresh Snare.
* When asked what something they want to lose or gain, they said they want to gain knowledge and the perfect Croissant recipe. [11] Episode 11: Days Dragonne By.
* When asked if they want to be feared or respected, they said they want to be both feared and respected. [12] Episode 12: Make the Ghost of a Situation.

## **Trivia**

The name of Mathilde's bakery was "Le Chatte Gourmand" which is French for "The Greedy Pussy."

Their feet are for killing and their hands are for kneeding

## **Art**

Art by Luca PeriniArt by ProfMadScientistArt by PolarBearTC