Ally is @SportyAlly
Ally - 7th Level Monk (Way of the Open Hand)
Concept: Ally is a disciplined and focused martial artist, her dark blue tracksuit a testament to her athletic prowess and dedication to training. She embodies calm determination and precision, using her body as a finely tuned weapon. Her movements are fluid, powerful, and efficient, reflecting years of rigorous practice. She prefers to end conflicts with swift, decisive strikes or by skillfully debilitating her opponents, rarely resorting to lethal force unless absolutely necessary.
Race: Human (Variant)
Ability Score Increase: +1 Dexterity, +1 Wisdom, +1 Constitution
Skill Proficiency: Acrobatics
Feat: Mobile (at 1st Level, reflecting her inherent agility and control over the battlefield)
Class: Monk (Way of the Open Hand)
Hit Dice: 7d8 + (7 Con Modifier) = Average 7 4.5 + (7 * 2) = 31.5 + 14 = 45.5
Proficiencies:
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument (Ally chooses Brewer's Supplies for focus and meditation)
Saving Throws: Strength, Dexterity
Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth (Ally chooses Insight and Stealth)
Ability Scores (Point Buy + Racial Bonuses + ASIs):
Strength: 8 (base) = 8
Dexterity: 15 (base) + 1 (racial) + 2 (ASI at 4th) = 18
Constitution: 13 (base) + 1 (racial) = 14
Intelligence: 10 (base) = 10
Wisdom: 14 (base) + 1 (racial) = 15
Charisma: 12 (base) = 12
Note: The ASI at 4th level was used to boost Dexterity to 18.
Calculated Modifiers:
Strength: -1
Dexterity: +4
Constitution: +2
Intelligence: +0
Wisdom: +2
Charisma: +1
Proficiency Bonus: +3 (for 7th Level)
Hit Points: 8 (1st Level) + (6 5) + (7 2) = 8 + 30 + 14 = 52 (Assuming average of 5 for subsequent d8 rolls and +2 Con modifier)
Armor Class (Unarmored Defense): 10 + Dex Modifier (4) + Wis Modifier (2) = 16
Initiative: +4 (Dex Modifier)
Speed: 30 ft. (Base) + 15 ft. (Unarmored Movement) = 45 ft.
Saving Throws:
Strength: -1 (Mod) +3 (Prof) = +2
Dexterity: +4 (Mod) +3 (Prof) = +7
Constitution: +2 (Mod) = +2
Intelligence: +0 (Mod) = +0
Wisdom: +2 (Mod) = +2
Charisma: +1 (Mod) = +1
Skills:
Acrobatics (Dex): +4 (Mod) +3 (Prof) = +7 (Racial proficiency)
Animal Handling (Wis): +2
Arcana (Int): +0
Athletics (Str): -1
Deception (Cha): +1
History (Int): +0
Insight (Wis): +2 (Mod) +3 (Prof) = +5
Intimidation (Cha): +1
Investigation (Int): +0
Medicine (Wis): +2
Nature (Int): +0
Perception (Wis): +2
Performance (Cha): +1
Persuasion (Cha): +1
Religion (Int): +0
Sleight of Hand (Dex): +4
Stealth (Dex): +4 (Mod) +3 (Prof) = +7
Survival (Wis): +2
Monk Features:
Unarmored Defense: While you are not wearing any armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons (shortswords, and any simple melee weapons that don't have the two-handed or heavy property).
You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels.
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.
Ki (7 Ki Points): You gain ki points equal to your monk level. When you spend a ki point, it is unavailable until you finish a short or long rest.
Flurry of Blows (1 Ki Point): 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 (1 Ki Point): You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind (1 Ki Point): 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.
Unarmored Movement: Your speed increases by 15 feet while you are not wearing armor or wielding a shield.
Deflect Missiles (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 (1d10 + 4 + 7 = 1d10 + 11). 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 same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Slow Fall (4th Level): You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level (5 x 7 = 35).
Extra Attack (5th Level): When you take the Attack action on your turn, you can attack twice, instead of once.
Stunning Strike (5th Level): When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw (DC 13: 8 + Prof 3 + Wis Mod 2) or be stunned until the end of your next turn.
Ki-Empowered Strikes (6th Level): Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Way of the Open Hand Features:
Open Hand Technique (3rd Level): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
It must succeed on a Dexterity saving throw or be knocked prone.
It must succeed on a Strength saving throw or you can push it up to 15 feet away from you.
It can't take reactions until the end of your next turn.
Wholeness of Body (6th Level): As an action, you can regain hit points equal to three times your monk level (3 x 7 = 21). You must finish a long rest before you can use this feature again.
Feats:
Mobile: (From Variant Human racial feat)
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, whether you hit or not, you don't provoke opportunity attacks from that creature for the rest of the turn.
Your speed increases by 10 feet (already incorporated into Unarmored Movement calculation).
Weapons:
Unarmed Strike:
Attack: +7 (Dex + Prof)
Damage: 1d6 + 4 (Dex) bludgeoning
Shortsword:
Attack: +7 (Dex + Prof)
Damage: 1d6 + 4 (Dex) piercing
Equipment:
Shortsword
10 Darts
Explorer's Pack
Brewer's Supplies
The dark blue tracksuit and running shoes (no armor properties, relies on Unarmored Defense)
Belt pouch with 15 gp
Personality and Background (Athlete - or perhaps a former Urchin who found discipline in martial arts):
Personality Trait: "I'm a natural leader, and I inspire confidence in others." or "I'm always up for a friendly competition or a new challenge." (Her confident pose suggests a leader or a competitor.)
Ideal: "Discipline. Only through rigorous training and self-control can one achieve true mastery."
Bond: "My fighting style is a legacy, passed down through generations of masters, and I will honor it."
Flaw: "I can be overly critical of myself and others, always striving for perfection." or "I sometimes push myself too hard, ignoring my own limits."
Background Feature (Athlete - Trainer): You have a way of getting the most out of people physically. You can pick out the naturally talented from the clumsy and understand how to motivate and improve performance. You gain proficiency in Athletics and one other skill from the following: Medicine, Performance, or Persuasion. (Already accounted for with Acrobatics from racial feat, and other skills chosen.) You can also, for one week of downtime, effectively train up to three other willing creatures, granting them proficiency in a single skill of your choice, provided they spend that week practicing under your tutelage.