Orphaned at a young age, you found your way under the tutelage of a mysterious wandering Monk. Their motives were unknowable and methods questionable, but you learned several valuable lessons.
- Ability Scores: Ability Scores: Dexterity, Wisdom, Constitution, Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.
- Feat: Lucky, Origin Feat
You gain the following benefits.
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
- Skill Proficiencies: Stealth (Dexterity) Escape notice by moving quietly and hiding behind things.
Perception (Wisdom) Using a combination of senses, notice something that’s easy to miss.
- Tool Proficiencies: Thieves' Tools
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