Ollie

Currently encased in time stone, along with his companions.

## **Character Sheet**

**Character Name:** Olorin "Ollie" Drelthen

**Race:** Human; Chondathan

**Class & Level:** Monk-3

**Background:** Prison City Hermit (Altered Hermit BG)

**Gender:** Male

**Alignment:** Chaotic Neutral

**Size:** Medium

**Armor Class:** 16

**Max HP:** 31

**KI Points:** 2

**Speed:** 40

**Experience Points:** 1,225

## Proficiencies

**Proficiency Bonus:** +2

**Saving Throws:** Strength, Dexterity

**Skills:** Dex; Acrobatics, Stealth. Wis; Insight, Survival.
 Cha; Performance.

**Passive Insight:** 15

**Passive Perception:** 13

**Weapons:** Simple, Shortswords

**Tools & Kits:** Cook's Utensils, Woodcarver's Tools

**Weapons:** Quarterstaff 1d6+Dex(Versatile 1d8+Dex)

**Languages:** Common, Elvish

## Attacks

**Melee Attack Bonus:** +5

**Quarterstaff.**  *Melee Weapon Attack:* +5 to hit, reach 5 ft., 1 target. *Hit:* 1d6 + 3 Bludgeoning damage.

**Quarterstaff (Vers).** *Melee Weapon Attack:* +5 to hit, reach 5 ft., 1 target. *Hit:* 1d8 + 3 Bludgeoning damage.

**Unarmed Strike.**  *Melee Weapon Attack:* +5 to hit, reach 5 ft., # target. *Hit:* 1d4 + 3 Bludgeoning damage.

## Features & Traits

**Human Determination:**

*Prerequisite: Human*

You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

* Increase one ability score of your choice by 1, to a maximum of 20.
* When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.

**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. Work with your DM to determine the details of your discovery and its impact on the campaign

**Alert:**

Always on the lookout for danger, you gain the following benefits:

* You can't be surprised while you are conscious.
* You gain a +5 bonus to initiative.
* Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

**Unarmored Defense:**

At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

**Martial Arts:**

At 1st level, 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 attacks 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, 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.

Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

**Ki:**

Starting at 2nd level, your access to the mystic energy Ki 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

* **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.

**Unarmoured 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.

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

**Deflect Missiles:**

Starting 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.

If 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 (20/60 feet) 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.

**Way of the Drunken Master**:

* **Bonus Proficiencies**
	+ At 3rd level, you gain proficiency in the Performance skill if you don't already have it. You also gain proficiency with brewer's supplies if you don't already have it.
* **Drunken Technique**
	+ At 3rd level, whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

## Equipment

Clothes (Common) 1, Backpack1, Quarterstaff 1, Quarterstaff (Mary's Walking Stick) 1, Quarterstaff (Red, Gold Banded) 1, Water Skin 1, Rations (1day) 5, Volo's Guide to Monsters (Book of Lore) 1, Silk Rope (50 ft) 1, Wooden Shovel 1, Insect Repellent Gourd 1, Rain Catcher, Torch 1, Mess Kit, Cook's Utensils, Woodcarver's Tools

**CP: 0**

**SP: 0**

**GP: 0**

**PP: 0**

## Description

Human Monk recently released from Wheloon.

Standing at 5'9" and weighing in at 168 lbs, Olorin Drelthen hardly stands out from a crowd in terms of stature.

**Personality Traits:**

* I’m oblivious to etiquette and social expectations.

**Ideals:**

* **Live and Let Live**. Meddling in the affairs of others only causes trouble. (**Neutral**)

**Bonds:**

* I entered seclusion because I loved someone I could not have.

**Flaws:**

* I like keeping secrets and won’t share them with anyone.

## Relationships

**Ally Name: Syndra Silvane**

**Organization Name: The CUTs**