Galen Hollows

Variant Human, Doctor , Monk 10535 [5]

Strength Dexterity Constitution Intelligence Wisdom Charisma
4 [-3] 16 [+3] 10 [-] 8 [-1] 12 [+1] 10 [-]

HP: 27
Speed: 50ft
Saving Throws: Strength, Dexrerity
AC: 14 unarmored
Ki: 5


  • Skills: Proficiency in an additional skill(Medicine).
  • Feat (Healer): When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
  • Feat (Mobile): Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Feats and Features

  • Martial Arts: 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 have advantage on Strength checks and Strength saving throws.
    • 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 quarter- staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn
  • Unarmoured Defense: When unarmoured, AC = 10+Dex mod + Wis
  • Healing Hands: 40 hp worth of healing , actions touch
  • Path of tranquility: Cast the sanctuary spell lasts 8 hours (no material costs needed) WIS DC 11 , can be done once per minute
  • Deflect Missiles: use your reaction to deflect or catch the missile w hen you are hit by a ranged weapon attack. W hen you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your m onk 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 with the weapon or piece of ammunition you just caught, as part of the sam e reaction. You make this attack with proficiency, regardless o f your weapon proficiencies, and the missile counts as a monk weapon for the attack.
  • Slow Fall: use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level(25).

Weapons: Simple Weapons, Shortswords
Armour: None
Tools: Healers kit , herb kit
Languages: Common
Skills: Medicine , Perception , Persuasion , History , Stealth


  • Light Crossbow
  • Explorers pack
  • Healers kit
  • 10 darts
  • 3xHealers kit (25/40)
  • Herb kit
  • Set of fine doctors clothes
  • Signet ring
  • unit of herb
  • 20 bolts
  • sheriff badge
  • +1 net

Platinum 0
Gold 5
Silver 0
Copper 0

Personality 1: When the bodies hit the ground, my hands go into automatic
Personality 2: I consider magical healers and healing to be cheating
Ideal: Survival. We are all in this together, for better or for worse. (Neutral)
Bond: I took up the profession because someone close to me died of something un-treatable
Flaw: Sometimes I go too far in my search for knowledge.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License