Permutating Pivot

Ek-Ja (the Even Handed)
Class: Monk (Warrior of Mercy): 12   Proficiency BonusPB: +4
Alignment: True Neutral Speed: 50 feet
Hit PointsHP: 87   Hit DiceHD: 12d8 AC: 22
Resistances: Adv vs Charm, Imm vs sleep
STR: 12 (+1) Save: +5
Athletics: +5
INT: 11 (+0) Save: +0
DEX: 20 (+5) Save: +9
Initiative: +5, Acrobatics: +9, Sleight of Hand: +9, Stealth: +9
WIS: 20 (+5) Save: +5
Insight: +9, Medicine: +9, Perception: +13, Survival: +9
CON: 14 (+2) Save: +2
CHA: 8 (-1) Save: -1
Other Info
Height: 5' 11'' Weight: 175 lbs Lineage: Drow (humanoid) Gender: Male Size: Medium
AppearanceLooks: Hooded, skinny, athletic build. An elf of ill aspect, with wolf-like yellow eyes. Temperament: Ek-Ja Chainic is quiet, oppressive, and imposing. Always judging, weighing, deciding. Flaws: In the grand calculus of the multiverse, their sacrifice means infinitely more than their lives.
Traits: Avoids unnecessary attachments.
Is always prepared to make the hard choices.
Ideals: Everything in this world dies eventually, so use well what time you have left. Always remember that emotion is weakness. Bonds: Secretly serve the best interests of Arawn.
Languages: Common, Undercommon, Elven, Drow Sign Language Proficiencies: Simple Weapons, Light Martial Weapons, Herbalism Kit, Cartographer's Tools
Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn. Spells [Dancing Light, Guidance, Spare the Dying, Darkness /LR, Faerie Fire /LR, Goodberry /LR]
Gear
Attuned: Wolf of Arawn, Ring of Arawn, Blackstar Amulet
Gear: Dimensional Satchel
Lineage
Elf [Drow]
  Darkvision. You have Darkvision with a range of 120 feet.
  Fey Ancestry. You have Advantage on saving throws vs Charmed.
  Keen Senses. You have proficiency with Perception.
  Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation.
  Elven Lineage: Drow. You know the Dancing Light cantrip. Starting at 3rd level, you always have the Faerie Fire spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Starting at 5th level, you always have the Darkness spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).
Background
Wayfinder: +2 Wisdom, +1 Dexterity, Stealth, Sleight of Hand, Magic Initiate [Druid].
Feats
Magic Initiate (Druid): You learn two Druid cantrips and one level 1 Druid spell of your choice. You can cast the level 1 spell once without a spell slot per Long Rest.
Skill Expert: +1 Wisdom. You have proficiency with Survival, and Expertise with Perception.
Grappler: +1 Dexterity. Once per your turn, when you hit a creature with an Unarmed Strike as part of the Attack action you can both Damage and Grapple. You have Advantage on attack rolls vs creatures that are Grappled by you. Your Speed isn't halved when you move a creature Grappled by you if the creature is your size or smaller.
Charger: +1 Dexterity. When you take the Dash action, your Speed increases by 10 feet for that action. Once per turn, if you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, you can either gain 1d8 bonus damage of the same type as the attack, or push the target up to 10 feet away if it is no more than one size larger than you.
Class: Monk (Warrior of Mercy)
Class Features: Martial Arts (1d10), Unarmored Defense: 20 AC, Monk's Focus (12 Focus Points [  ]/SR), +20 feet Speed, Uncanny Metabolism (regain all Focus Points on Initiative and regain Martial Arts die + Monk level HP []/LR), Deflect Attacks (Reaction vs Bludgeoning, Piercing, Slashing), ASI: Skill Expert (+1 Wis), Slow Fall (Reaction when falling to reduce damage by 60), Extra Attack, Stunning Blow, Empowered Strikes (Unarmed Strikes can do Force damage), Evasion (Dex save for half damage == no damage), ASI: Grappler (+1 Dex), Acrobatic Movement (While completely unarmored you can run on walls and liquids), Self Restoration (Remove Charmed Frightened and Poisoned from yourself at the end of your turn, You do not suffer Exhaustion due to Starvation or Dehydration), ASI: Charger (+1 Dex)
Level 10: Heightened Focus: You have a pool of Focus points that powers some of your features, including the following 3 feature options. Saving throws against your Focus based features are made vs DC 8 + your Wisdom modifier + your Proficiency Bonus.
  * Flurry of Blows. Spend 1 Focus Point to make three Unarmed Strikes as a Bonus Action.
  * Patient Defense. You can take the Disengage action as a Bonus Action, and can spend 1 Focus Point to also take the Dodge action and gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die all at the same time.
  * Step of the Wind. You can take the Dash action as a Bonus Action, and can spend 1 Focus Point to move a willing Large or smaller creature within 5 feet with you (they do not provoke Opportunity Attacks) and also double your jump distance and take the Disengage action all at the same time.
Subclass Features
Level 3: Hand of Harm: Once per turn when you hit a creature with an Unarmed Strike and deal damage you can expend 1 Focus point to deal extra Necrotic damage equal to a roll of your Martial Arts damage die plus your Wisdom modifier.
Level 3: Hand of Healing: As a Magic action you can expend 1 Focus point to touch a creature and restore Hit Points equal to a roll of your Martial Arts damage die plus your Wisdom modifier. When you use your Flurry of Blow you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.
Level 3: Implements of Mercy: You gain proficiency with Insight and Medicine, and with Herbalism Kits.
Level 6: Physician's Touch: Your Hand of Harm and Hand of Healing are improved.
  * Hand of Harm. When you use Hand of Harm on a creature, you can give them the Poisoned condition until the end of your next turn.
  * Hand of Healing. When you use Hand of Healing on a creature, you can end one of the following conditions on that creature: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Level 11: Flurry of Healing and Harm: When you use Flurry of Blows you can replace each of the Unarmed Strikes with a use of Hand of Healing withoug expending Focus Points for the healing. When you use Flurry of Blows to deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.
  You can use these benefits a total number of times equal to your Wisdom modifier (min 1). You regain all expended uses when you finish a Long Rest.
Armor and Attacks
Armor: Unarmored Defense: 22 AC
Attacks: Martial Arts Unarmed, 5-feet, +9 to hit, 1d10+5 Bludgeoning or Force damage