Mercy

Generated from the published character folio on 2026-10-02. Recorded facts, proposals, uncertainties and separate continuities retain their original labels. Mechanics below show the folio’s default level; see Build for recorded progression.

Open interactive folio

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Species
Human
Class
Monk 1
Subclass
Warrior of Mercy · level 3 direction
Level
1
Background
Wayfarer
Alignment
Not recorded
Campaign
The Gentle Company

Overview

At the table · level 1

2024 / 5.5e2024 species

Recorded level-1 target; unresolved choices remain

Full build, training & progression →

Stories & continuity

Scene fragments and outlines—not a finished campaign story.

The Gentle Company →

Read all established scene fragments, the party’s chronology and unwritten directions.

Accepted four-panel group art; portrait and figure views are crops of the same image.

Character overview

Mercy is a mischievous, battle-loving healer whose defining contradiction is intentional: she likes fighting and she also does not leave a fight full of corpses. Her healing does not merely clean up after violence; it can extend a contest. When a challenger runs out of endurance before she runs out of enthusiasm, she can heal them and continue. Her mercy is therefore double-meaning: the Warrior of Mercy subclass and her literal rule that she spares lives without necessarily sparing people from another round.

The bandit-challenge image is a key expression of her. A bandit issues a public challenge intended to prove who is stronger. Mercy beats him, spends her own resources restoring him, and can beat him again. The point is not torture; it is a victory beyond an ordinary victory: “I beat you, restored you, and beat you again.” If an opponent genuinely surrenders, that can end the fight. Simply falling unconscious is a medical problem she can solve.

Personality

Traits
Mischievous, battle-loving; neither sadistic nor kind. Pain is not the objective: the fight is. Genuine surrender ends it.
Goals
Find a fight worth having—and repair enough damage to have another.
Voice
Speech style: concise, lightly teasing, confident. She does not need long threats. Her humour is in understatement and in treating injury as a solvable technical issue. Established/current quotations: - “We aren’t done.” — explicitly selected by the user as the better signature line. - “Not without me!” — established party-response line when Brakk charges. Proposed/illustrative dialogue retained as flavour, not story-canon: - “Now that was a hit.” — user-established training moment after Brakk finally hits her hard enough to throw her into a wall. - “Another round.” — recurring illustrative idea when she restores an opponent.
Relationships
Brakk Stonebelly: - Best friend and ideal training partner. - Brakk can endure punishment and loves fighting; Mercy can repair him and also loves fighting. - Their established synergy is “infinity destruction.” - Key training beat: Brakk finally stops holding back with a large wooden training club, knocks Mercy into a wall; she staggers up, heals herself, smirks, says “Now that was a hit.” Brakk is startled for a fraction of a second, then overjoyed to have found a durable training partner. - They continue training long after sensible party members stop. Zevra Vale: - Fellow member of The Gentle Company. - Mercy follows Brakk into the center while Zevra asks how to make the situation worse. - Exact personal friendship details beyond party chemistry are not yet established. Nessa Quickstep: - Fellow member of The Gentle Company. - Nessa points the destructive trio toward the objective/threat; Mercy is one of the three “displacer beasts” Nessa metaphorically herds. - Exact one-on-one relationship details are not established. Original wizard/cleric/rogue: - Unnamed prior party members. - They eventually leave/retire/give up while Brakk and Mercy continue, content.

Visual dossier

Accepted reference
Green-cloaked, eyepatched human from the four-panel party artwork
Eyepatch
Reason unknown
Legal name
Mira Vey proposed; Mercy nickname accepted

Key visuals

Portrait
Additional artwork
Additional artwork
Additional artwork
Additional artwork

Equipment highlights

Source concept; mechanical status stated

Wrapped hands and medical supplies

Current visual/narrative equipment; starting package unselected.

Current visual/narrative equipment; starting package unselected.

Source concept; mechanical status stated

Healer’s Kit

Relevant to the chosen Healer feat; exact inventory and uses remaining need confirmation.

Relevant to the chosen Healer feat; exact inventory and uses remaining need confirmation.

Character

Personality & inner life

Traits
Mischievous, battle-loving; neither sadistic nor kind. Pain is not the objective: the fight is. Genuine surrender ends it.
Goals
Find a fight worth having—and repair enough damage to have another.
Voice
Speech style: concise, lightly teasing, confident. She does not need long threats. Her humour is in understatement and in treating injury as a solvable technical issue. Established/current quotations: - “We aren’t done.” — explicitly selected by the user as the better signature line. - “Not without me!” — established party-response line when Brakk charges. Proposed/illustrative dialogue retained as flavour, not story-canon: - “Now that was a hit.” — user-established training moment after Brakk finally hits her hard enough to throw her into a wall. - “Another round.” — recurring illustrative idea when she restores an opponent.
Relationships
Brakk Stonebelly: - Best friend and ideal training partner. - Brakk can endure punishment and loves fighting; Mercy can repair him and also loves fighting. - Their established synergy is “infinity destruction.” - Key training beat: Brakk finally stops holding back with a large wooden training club, knocks Mercy into a wall; she staggers up, heals herself, smirks, says “Now that was a hit.” Brakk is startled for a fraction of a second, then overjoyed to have found a durable training partner. - They continue training long after sensible party members stop. Zevra Vale: - Fellow member of The Gentle Company. - Mercy follows Brakk into the center while Zevra asks how to make the situation worse. - Exact personal friendship details beyond party chemistry are not yet established. Nessa Quickstep: - Fellow member of The Gentle Company. - Nessa points the destructive trio toward the objective/threat; Mercy is one of the three “displacer beasts” Nessa metaphorically herds. - Exact one-on-one relationship details are not established. Original wizard/cleric/rogue: - Unnamed prior party members. - They eventually leave/retire/give up while Brakk and Mercy continue, content.

Appearance & visual identity

Accepted reference
Green-cloaked, eyepatched human from the four-panel party artwork
Eyepatch
Reason unknown
Legal name
Mira Vey proposed; Mercy nickname accepted

Connections

Complete character details

IDENTITY

Name
Mira “Mercy” Vey.
Primary adventuring name/nickname
Mercy.
Title/epithet
None formally established. “The healer is the final boss” is an inspiration phrase, not an in-world title.
Species/lineage
Human.
Pronouns
she/her.
Age
Not established.
Background
Wayfarer, narratively reflavoured as a travelling healer.
Occupation
Adventurer; travelling healer; martial artist.
Alignment
Not locked. Earlier assistant wording suggested “Chaotic Neutral leaning good in practice,” but the user instead refined her as mischievous, not sadistic and not kind. Treat alignment as unresolved.
World
The Gentle Company continuity; setting name not established.
Current circumstances
Core member of The Gentle Company; best friends/training partners with Brakk. Narrative level not established.

CORE CONCEPT

Mercy is a mischievous, battle-loving healer whose defining contradiction is intentional: she likes fighting and she also does not leave a fight full of corpses. Her healing does not merely clean up after violence; it can extend a contest. When a challenger runs out of endurance before she runs out of enthusiasm, she can heal them and continue. Her mercy is therefore double-meaning: the Warrior of Mercy subclass and her literal rule that she spares lives without necessarily sparing people from another round.

The bandit-challenge image is a key expression of her. A bandit issues a public challenge intended to prove who is stronger. Mercy beats him, spends her own resources restoring him, and can beat him again. The point is not torture; it is a victory beyond an ordinary victory: “I beat you, restored you, and beat you again.” If an opponent genuinely surrenders, that can end the fight. Simply falling unconscious is a medical problem she can solve.

PERSONALITY

  • Mischievous rather than sadistic.
  • Battle-loving: a genuinely good hit excites her instead of offending her.
  • Not defined by kindness. She heals because healing is part of what she is and because permanent death is not her preferred result.
  • Comfortable with physical injury in a way normal people find alarming because she can often repair it.
  • Likes durable opponents and training partners.
  • Enjoys proving that the “healer” can be the most dangerous person in a fight.
  • Does not seek screams, humiliation, or helplessness for their own sake.
  • Accepts surrender as a real end to a fight.
  • Strong preference, when she has control of the situation, for leaving humanoid opponents alive rather than as corpses.
  • The party’s concern about training is established comic texture: “Please don’t train us tonight” from the song reference maps directly to her behaviour.

VOICE

Speech style: concise, lightly teasing, confident. She does not need long threats. Her humour is in understatement and in treating injury as a solvable technical issue.
Established/current quotations:
- “We aren’t done.” — explicitly selected by the user as the better signature line.
- “Not without me!” — established party-response line when Brakk charges.
Proposed/illustrative dialogue retained as flavour, not story-canon:
- “Now that was a hit.” — user-established training moment after Brakk finally hits her hard enough to throw her into a wall.
- “Another round.” — recurring illustrative idea when she restores an opponent.

APPEARANCE

Visual source: supplied image(s) and later accepted four-panel party image.
- Lean young human woman; exact age/height not established.
- Long black/dark hair.
- Black eyepatch over one eye; cause of missing/covered eye not established.
- Dark olive/deep green and black monastic/travelling clothes.
- Wrapped hands/forearms.
- Healer’s supplies and small pouches at the belt.
- Green-gold/yellow-green ki light around the hands.
- No armour as the intended visual/mechanical direction.
- Key expression: an amused/sly grin when a fight gets interesting.
Visual discrepancies: generated four-panel image is a current accepted visual interpretation, but exact facial details, scars, and eyepatch backstory were never fixed by text.

SIGNATURE DETAILS

  • Wrapped healing/fighting hands.
  • Green-gold ki with little visual distinction between healing and harming.
  • “We aren’t done.”
  • Can turn a duel into an endurance demonstration by healing the opponent.
  • Does not leave ordinary fights full of corpses when she can prevent it.
  • Brakk/Mercy training sessions are notorious enough for others to avoid joining.

Build

Import rules review · 2026-10-03: 2024 class tables and features · 2024 species and backgrounds · 2024 equipment

Character build

Recorded starting snapshot: level 1

Monk → Warrior of Mercy

2024 / 5.5e2024 species

Selected level 1 · Recorded level-1 target; unresolved choices remain

Starting foundation

  • Human
  • Wayfarer
  • Warrior of Mercy at class level 3

Recorded features

  • Martial Arts; Unarmored Defense
  • Unarmed strike: +5 to hit, 1d6+3 bludgeoning; Martial Arts permits a bonus-action unarmed strike under its conditions.
  • AC 16 = 10 + DEX 3 + WIS 3, without armour or shield.
  • Lucky (Wayfarer); Healer (Human). No Focus points or Mercy subclass healing at level 1.

Training & abilities

Level 1 saving throws — conditional on recorded/proposed scores
  • STR +1 · proficient
  • DEX +5 · proficient
  • CON +2
  • INT +0
  • WIS +3
  • CHA +0
Skills and unresolved choices
  • Insight +5 and Stealth +5 (Wayfarer).
  • Human skill, two Monk skills and tool choice unselected. Perception is not a Monk class option.
Recorded training and traits
  • Rules-verified core traits:
  • Resourceful: Heroic Inspiration after a Long Rest.
  • Skillful: one skill proficiency of choice.
  • Versatile: one Origin feat of choice.
  • Recorded Versatile feat choice: Healer.
  • Rules-verified fixed elements:
  • Ability score options: Dexterity, Wisdom, Charisma.
  • Origin feat: Lucky.
  • Skills: Insight, Stealth.
  • Tool: Thieves’ Tools.
  • Equipment package exists, but whether Mercy takes package or 50 GP was not established.
  • Narrative reflavour: travelling healer rather than necessarily a street urchin/castoff.
  • Recorded important/target skills: Medicine, Acrobatics, Insight, Perception, Stealth.
  • Rules-verified fixed sources:
  • Wayfarer: Insight, Stealth.
  • Human Skillful: one skill of choice — exact choice not established.
  • Monk: choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth — exact two not established.
  • Warrior of Mercy at level 3: Implements of Mercy grants Insight and Medicine plus Herbalism Kit proficiency.
  • Choice required: exact level-1 Human/Monk skill allocation. Because Insight and Stealth already come from Wayfarer and later Mercy grants Insight/Medicine, the final target set is achievable only after resolving duplicate-proficiency handling and the exact selected alternatives. Do not silently assign Perception or Medicine at level 1.
  • 2024 characters normally know Common plus two chosen/rolled Standard Languages; exact Mercy languages not established.

Level progression

Current: not established. Recorded snapshots can update the sidebar. Planned levels remain clearly separate.

LevelClasses & statusFeatures / feats / ASISpells & stat changesBuild notes
Monk 1Recorded

Martial Arts; Unarmored Defense · Martial Arts; Unarmored Defense; Human traits; Wayfarer background; Lucky; Healer.

Lucky (background), Healer (Human Versatile).

2024 rules baseline
  • Martial Arts; Unarmored Defense
Official SRD reference ↗

None established.

Final target STR 8, DEX 16, CON 14, INT 10, WIS 16, CHA 10.

Equipment: Healer’s supplies established narratively; exact starting package unresolved. · Narrative: Travelling healer/martial artist; already enjoys fighting and repairing damage. · Open choices: Human Skillful skill, two Monk skills, Monk tool, languages, exact equipment.
Monk 2Planned

Monk’s Focus; Unarmored Movement; Uncanny Metabolism · Automatic 2024 Monk level-2 features apply; exact rules text should be pulled from current PHB at play.

None established.

2024 rules baseline
  • Monk’s Focus; Unarmored Movement; Uncanny Metabolism
Official SRD reference ↗

None.

None established.

Equipment: None established. · Narrative: More mobile and resource-driven fighting; no separate narrative event fixed. · Open choices: None recorded beyond any class-granted options.
Monk 3Planned

Deflect Attacks; Warrior of Mercy (planned) · Warrior of Mercy — Hand of Harm, Hand of Healing, Implements of Mercy; automatic Monk 3 features.

None.

2024 rules baseline
  • Deflect Attacks; Warrior of Mercy (planned)
Official SRD reference ↗

None.

None.

Equipment: Herbalism Kit proficiency becomes relevant; actual kit possession not established. · Narrative: The heal/harm duality becomes mechanically explicit. · Open choices: Resolve any duplicate proficiency choices if required by the character builder/table.
Monk 4Planned

Ability Score Improvement; Slow Fall · Automatic Monk 4 features.

Increase Dexterity to 18 was established as the intended choice.

2024 rules baseline
  • Ability Score Improvement; Slow Fall
Official SRD reference ↗

None.

DEX 16 → 18.

Equipment: None established. · Narrative: Combat-first priority remains ahead of maximizing healing stat. · Open choices: Exact mechanism (ASI feat vs another qualifying feat with equivalent result) was not separately discussed; recorded intent is DEX 18.
Monk 5Planned

Extra Attack; Stunning Strike · Extra Attack and revised Stunning Strike were explicitly discussed as important milestones; other automatic features apply.

None.

2024 rules baseline
  • Extra Attack; Stunning Strike
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: Duel pressure increases sharply. · Open choices: None recorded.
Monk 6Planned

Empowered Strikes; Physician’s Touch · Warrior of Mercy Physician’s Touch; automatic Monk 6 features.

None.

2024 rules baseline
  • Empowered Strikes; Physician’s Touch
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: Her anatomical/medical disruption and condition-clearing identity strengthens. · Open choices: None recorded.
Monk 7Planned

Evasion · Automatic Monk features only; no conversation-specific choice recorded.

None.

2024 rules baseline
  • Evasion
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: Not established. · Open choices: Any rules-granted choices.
Monk 8Planned

Ability Score Improvement · Automatic Monk 8 features.

Increase Wisdom to 18 was established as the intended choice.

2024 rules baseline
  • Ability Score Improvement
Official SRD reference ↗

None.

WIS 16 → 18.

Equipment: None. · Narrative: Mercy/healing/control stat catches up. · Open choices: Exact feat/ASI implementation not separately fixed.
Monk 9Planned

Acrobatic Movement · Automatic Monk features.

None.

2024 rules baseline
  • Acrobatic Movement
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: High mobility becomes increasingly central. · Open choices: None recorded.
Monk 10Planned

Heightened Focus; Self-Restoration · Automatic revised Monk level-10 features apply.

None.

2024 rules baseline
  • Heightened Focus; Self-Restoration
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: No separate story beat fixed. · Open choices: None recorded.
Monk 11Planned

Flurry of Healing and Harm · Warrior of Mercy Flurry of Healing and Harm; automatic Monk 11 features.

None.

2024 rules baseline
  • Flurry of Healing and Harm
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: Heal/harm inside Flurry becomes much more efficient; ideal expression of “fight continues.” · Open choices: None recorded.
Monk 12Planned

Ability Score Improvement · Automatic Monk 12 features.

Increase Dexterity to 20 was established as intended.

2024 rules baseline
  • Ability Score Improvement
Official SRD reference ↗

None.

DEX 18 → 20.

Equipment: None. · Narrative: Martial accuracy/defence reaches intended peak. · Open choices: Exact feat/ASI implementation not separately fixed.
Monk 13Planned

Deflect Energy · Automatic Monk features.

None.

2024 rules baseline
  • Deflect Energy
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: Not established. · Open choices: None recorded.
Monk 14Planned

Disciplined Survivor · Automatic Monk features.

None.

2024 rules baseline
  • Disciplined Survivor
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: Not established. · Open choices: None recorded.
Monk 15Planned

Perfect Focus · Automatic Monk features.

None.

2024 rules baseline
  • Perfect Focus
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: Not established. · Open choices: None recorded.
Monk 16Planned

Ability Score Improvement · Automatic Monk 16 features.

Increase Wisdom to 20 was established as intended.

2024 rules baseline
  • Ability Score Improvement
Official SRD reference ↗

None.

WIS 18 → 20.

Equipment: None. · Narrative: Both primary stats reach intended 20. · Open choices: Exact feat/ASI implementation not separately fixed.
Monk 17Planned

Hand of Ultimate Mercy · Warrior of Mercy Hand of Ultimate Mercy; automatic Monk 17 features.

None.

2024 rules baseline
  • Hand of Ultimate Mercy
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: “We aren’t done” can cross recent death. This was explicitly embraced as the character’s high-level payoff. · Open choices: None recorded.
Monk 18Planned

Superior Defense · Automatic Monk 18 features.

None.

2024 rules baseline
  • Superior Defense
Official SRD reference ↗

None.

None.

Equipment: None. · Narrative: Not established. · Open choices: None recorded.
Monk 19Planned

Epic Boon choice · Epic Boon opportunity under 2024 class progression.

Choice required; no Epic Boon selected.

2024 rules baseline
  • Epic Boon choice
Official SRD reference ↗

None.

Depends on choice.

Equipment: None. · Narrative: Not established. · Open choices: Epic Boon.
Monk 20Planned

Body and Mind · Automatic Monk 20 capstone applies.

None.

2024 rules baseline
  • Body and Mind
Official SRD reference ↗

None.

Rules-dependent capstone changes apply; do not pre-calculate here without selected Epic Boon/complete sheet.

Equipment: None. · Narrative: Fully realized “final boss healer” who can fight, heal, and refuse recent death. · Open choices: Resolve all earlier open choices.

Development plan

  • Established direction: - Straight-classed Monk progression. - Warrior of Mercy at Monk 3. - DEX and WIS are the primary progression stats. - At high level, Hand of Ultimate Mercy makes the “we aren’t done” premise literal even across recent death. Unresolved: - Alignment. - Exact legal/birth-name status of “Mira Vey” versus Mercy as the only current name. - Exact monk tool proficiency and some level-1 skill allocation. - Exact level-19 Epic Boon. - Exact equipment package versus purchased gear.

Complete recorded mechanics

BUILD STATUS

Rules edition
2024 D&D 5e / revised fifth edition.
Current narrative level
Not established.
Recorded playable starting snapshot
Level 1.
Planned class
Monk 1–20.
Planned subclass
Warrior of Mercy at Monk 3.
Homebrew/third-party
None intended.
Cosmetic reflavouring
Wayfarer is narrated as a travelling healer; green-gold ki appearance is cosmetic.

STR 8 (-1)

DEX 16 (+3)
CON 14 (+2)
INT 10 (+0)
WIS 16 (+3)
CHA 10 (+0)

Documented source
finalized build in conversation.
Rules review
This final array is compatible with 2024 point buy plus a Wayfarer background using +2 DEX and +1 WIS from a pre-background array of STR 8, DEX 14, CON 14, INT 10, WIS 15, CHA 10. That reconstruction was not explicitly recorded at creation, so treat the pre-background array as calculated reconstruction, not character history.

LEVEL 1 CORE NUMBERS — CALCULATED WHERE INPUTS ARE KNOWN

Proficiency Bonus
+2.
Hit Die
d8.
HP
10 if using the standard level-1 Monk maximum (8 + CON 2). Recorded HP method beyond level 1: not established.
AC
16 while using Monk Unarmored Defense (10 + DEX 3 + WIS 3), if no armour/shield.
Initiative
+3 normally; Lucky does not add a flat bonus. If a different initiative-affecting option is later chosen, recalculate.
Speed
30 ft from Human at level 1.
Passive Perception
depends on whether Perception proficiency is actually allocated; with WIS 16 it is 13 untrained or 15 trained at level 1.
Saving throws
Strength and Dexterity proficiency from Monk. Level-1 calculated saves: STR +1, DEX +5, CON +2, INT +0, WIS +3, CHA +0, barring other features.

SPECIES — HUMAN

Rules-verified core traits

- Resourceful
Heroic Inspiration after a Long Rest.
- Skillful
one skill proficiency of choice.
- Versatile
one Origin feat of choice.
Recorded Versatile feat choice
Healer.

BACKGROUND — WAYFARER

Rules-verified fixed elements

- Ability score options: Dexterity, Wisdom, Charisma.
- Origin feat: Lucky.
- Skills: Insight, Stealth.
- Tool: Thieves’ Tools.
- Equipment package exists, but whether Mercy takes package or 50 GP was not established.
Narrative reflavour: travelling healer rather than necessarily a street urchin/castoff.

ORIGIN FEATS

Lucky — rules-verified as Wayfarer’s Origin feat. Exact uses/mechanics should be read from the 2024 PHB at table time; no custom changes recorded.
Healer — rules-verified as an Origin feat selected through Human Versatile. The feat supports Healer’s Kit use and improves healing rolls under its text.

SKILLS

Recorded important/target skills: Medicine, Acrobatics, Insight, Perception, Stealth.
Rules-verified fixed sources:
- Wayfarer: Insight, Stealth.
- Human Skillful: one skill of choice — exact choice not established.
- Monk: choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth — exact two not established.
- Warrior of Mercy at level 3: Implements of Mercy grants Insight and Medicine plus Herbalism Kit proficiency.
Choice required: exact level-1 Human/Monk skill allocation. Because Insight and Stealth already come from Wayfarer and later Mercy grants Insight/Medicine, the final target set is achievable only after resolving duplicate-proficiency handling and the exact selected alternatives. Do not silently assign Perception or Medicine at level 1.

TOOLS

  • Thieves’ Tools from Wayfarer — rules-verified.
  • Monk: choose one Artisan’s Tool or Musical Instrument — choice required.
  • Herbalism Kit at Warrior of Mercy 3 — planned/rules-verified.

LANGUAGES

2024 characters normally know Common plus two chosen/rolled Standard Languages; exact Mercy languages not established.

ARMOUR / WEAPON TRAINING

Monk core
no armour training; simple weapons and martial weapons with the Light property.
Narrative/current intent
typically unarmoured and fights unarmed whenever practical.

ATTACKS — LEVEL 1

Unarmed Strike

- Attack ability
Dexterity is intended through Martial Arts where applicable.
- Attack bonus
+5 at level 1 (DEX +3 + PB +2), if Martial Arts conditions are met.
- Martial Arts die
rules source should be checked at table; 2024 Monk uses the revised Martial Arts progression. The exact die value was not recorded in conversation and is not duplicated here as a character-specific decision.
Other starting weapons
Monk starting package offers spear/daggers, but chosen package not established.

LEVEL 1 CLASS FEATURES

  • Martial Arts.
  • Unarmored Defense.
  • Monk’s Focus is not yet available until later class progression; exact level-by-level base-class features are reviewed in PROGRESSION/RULES_REVIEW rather than invented here.

WARRIOR OF MERCY — PLANNED LEVEL 3+
Rules-verified feature names and broad effects:
- Hand of Harm: enhance an Unarmed Strike with extra necrotic damage by spending Focus, once per turn.
- Hand of Healing: Magic action + Focus to heal by touch; can replace an Unarmed Strike in Flurry of Blows under its rules.
- Implements of Mercy: Insight, Medicine, Herbalism Kit proficiencies.
- Physician’s Touch at 6: improves healing/harm with condition interaction.
- Flurry of Healing and Harm at 11: expands free uses inside Flurry; 2024 version has limited uses per Long Rest based on Wisdom modifier.
- Hand of Ultimate Mercy at 17: once per Long Rest, expend 5 Focus Points to restore a creature that died within the last 24 hours, restoring HP and clearing listed conditions.

EQUIPMENT — RECORDED NARRATIVE POSSESSIONS

  • Healer’s kit and practical medical supplies: bandages, needles/thread, splints, small bottles/salves, clean cloth, herbal remedies, water flask.
  • Wrapped hands.
  • No signature weapon established; unarmed combat is intended.
  • Currency: not established.
  • Magic items: none established.

COMBAT TACTICS

Ordinary fight

  • Mobile striker/combat medic.
  • Move into melee, use rapid unarmed attacks, reposition, and heal allies without behaving like a stationary back-line healer.
  • Prefer nonlethal outcomes against ordinary humanoid foes when practical; exact use of nonlethal attack rules occurs only when a melee attack reduces a creature to 0 HP.

Challenge/duel

  • Publicly demonstrate superiority by beating the challenger, healing them, and continuing if they have not surrendered.
  • If an opponent is visibly barely standing but still conscious, Mercy may spend healing on them before they hit 0 so there is “another round.” RAW does not give her arbitrary control to set an enemy to exactly 1 HP.
  • If a melee attack reduces an opponent to 0, she can choose to knock them unconscious instead of killing them under the 2024 rules, then heal later.

Party synergy

  • Brakk charges the primary threat; Mercy follows: “Not without me!”
  • Brakk’s Rage durability creates a large healing-efficient buffer; Mercy keeps him in the fight while contributing direct pressure.
  • Nessa aims them at the relevant threat/objective.
  • Zevra destabilizes the battlefield around them.

OPEN MECHANICAL CHOICES

  • Exact level-1 Monk skill choices.
  • Human Skillful proficiency.
  • Monk tool proficiency.
  • Starting equipment package vs 50 GP and exact mundane purchases.
  • Level-19 Epic Boon.
  • Any optional weapon mastery choices if/when relevant.

Advancement details & alternatives

PROGRESSION BASIS

Rules edition: 2024.
Class direction: Monk 1–20, straight-classed.
Subclass: Warrior of Mercy.
Current playable snapshot: Level 1 recorded; narrative campaign level unknown.
Only choices actually established/planned in conversation are locked below. Automatic class/subclass features are rules-verified where noted; unspecified player choices remain open.

ALTERNATIVE ADVANCEMENT

No alternate multiclass route is current. Earlier discussion explicitly favored pure Monk and did not establish an alternate progression.

Combat

Import rules review · 2026-10-03: 2024 class tables and features · 2024 species and backgrounds · 2024 equipment

Combat reference

Armour class16
Hit points10
Hit dice1d8
Initiative+3
Speed30 ft.
Spell attack—
Spell save DC—

Attacks, features & defenses

  • Martial Arts; Unarmored Defense
  • Unarmed strike: +5 to hit, 1d6+3 bludgeoning; Martial Arts permits a bonus-action unarmed strike under its conditions.
  • AC 16 = 10 + DEX 3 + WIS 3, without armour or shield.
  • Lucky (Wayfarer); Healer (Human). No Focus points or Mercy subclass healing at level 1.

Resources & reactions

  • Unarmed strike: +5 to hit, 1d6+3 bludgeoning; Martial Arts permits a bonus-action unarmed strike under its conditions.
  • AC 16 = 10 + DEX 3 + WIS 3, without armour or shield.
  • Lucky (Wayfarer); Healer (Human). No Focus points or Mercy subclass healing at level 1.

Combat tactics

Tactics describe the supplied concept. Unresolved combinations and rules appear in Notes & inconsistencies.

Spells & abilities

Descriptions preserve character-specific source details. Missing action, concentration, ritual, or rules text is marked as unrecorded.

No matching structured spells or abilities. Consult the recorded mechanics in Build.

Complete recorded mechanics

BUILD STATUS

Rules edition
2024 D&D 5e / revised fifth edition.
Current narrative level
Not established.
Recorded playable starting snapshot
Level 1.
Planned class
Monk 1–20.
Planned subclass
Warrior of Mercy at Monk 3.
Homebrew/third-party
None intended.
Cosmetic reflavouring
Wayfarer is narrated as a travelling healer; green-gold ki appearance is cosmetic.

STR 8 (-1)

DEX 16 (+3)
CON 14 (+2)
INT 10 (+0)
WIS 16 (+3)
CHA 10 (+0)

Documented source
finalized build in conversation.
Rules review
This final array is compatible with 2024 point buy plus a Wayfarer background using +2 DEX and +1 WIS from a pre-background array of STR 8, DEX 14, CON 14, INT 10, WIS 15, CHA 10. That reconstruction was not explicitly recorded at creation, so treat the pre-background array as calculated reconstruction, not character history.

LEVEL 1 CORE NUMBERS — CALCULATED WHERE INPUTS ARE KNOWN

Proficiency Bonus
+2.
Hit Die
d8.
HP
10 if using the standard level-1 Monk maximum (8 + CON 2). Recorded HP method beyond level 1: not established.
AC
16 while using Monk Unarmored Defense (10 + DEX 3 + WIS 3), if no armour/shield.
Initiative
+3 normally; Lucky does not add a flat bonus. If a different initiative-affecting option is later chosen, recalculate.
Speed
30 ft from Human at level 1.
Passive Perception
depends on whether Perception proficiency is actually allocated; with WIS 16 it is 13 untrained or 15 trained at level 1.
Saving throws
Strength and Dexterity proficiency from Monk. Level-1 calculated saves: STR +1, DEX +5, CON +2, INT +0, WIS +3, CHA +0, barring other features.

SPECIES — HUMAN

Rules-verified core traits

- Resourceful
Heroic Inspiration after a Long Rest.
- Skillful
one skill proficiency of choice.
- Versatile
one Origin feat of choice.
Recorded Versatile feat choice
Healer.

BACKGROUND — WAYFARER

Rules-verified fixed elements

- Ability score options: Dexterity, Wisdom, Charisma.
- Origin feat: Lucky.
- Skills: Insight, Stealth.
- Tool: Thieves’ Tools.
- Equipment package exists, but whether Mercy takes package or 50 GP was not established.
Narrative reflavour: travelling healer rather than necessarily a street urchin/castoff.

ORIGIN FEATS

Lucky — rules-verified as Wayfarer’s Origin feat. Exact uses/mechanics should be read from the 2024 PHB at table time; no custom changes recorded.
Healer — rules-verified as an Origin feat selected through Human Versatile. The feat supports Healer’s Kit use and improves healing rolls under its text.

SKILLS

Recorded important/target skills: Medicine, Acrobatics, Insight, Perception, Stealth.
Rules-verified fixed sources:
- Wayfarer: Insight, Stealth.
- Human Skillful: one skill of choice — exact choice not established.
- Monk: choose 2 from Acrobatics, Athletics, History, Insight, Religion, Stealth — exact two not established.
- Warrior of Mercy at level 3: Implements of Mercy grants Insight and Medicine plus Herbalism Kit proficiency.
Choice required: exact level-1 Human/Monk skill allocation. Because Insight and Stealth already come from Wayfarer and later Mercy grants Insight/Medicine, the final target set is achievable only after resolving duplicate-proficiency handling and the exact selected alternatives. Do not silently assign Perception or Medicine at level 1.

TOOLS

  • Thieves’ Tools from Wayfarer — rules-verified.
  • Monk: choose one Artisan’s Tool or Musical Instrument — choice required.
  • Herbalism Kit at Warrior of Mercy 3 — planned/rules-verified.

LANGUAGES

2024 characters normally know Common plus two chosen/rolled Standard Languages; exact Mercy languages not established.

ARMOUR / WEAPON TRAINING

Monk core
no armour training; simple weapons and martial weapons with the Light property.
Narrative/current intent
typically unarmoured and fights unarmed whenever practical.

ATTACKS — LEVEL 1

Unarmed Strike

- Attack ability
Dexterity is intended through Martial Arts where applicable.
- Attack bonus
+5 at level 1 (DEX +3 + PB +2), if Martial Arts conditions are met.
- Martial Arts die
rules source should be checked at table; 2024 Monk uses the revised Martial Arts progression. The exact die value was not recorded in conversation and is not duplicated here as a character-specific decision.
Other starting weapons
Monk starting package offers spear/daggers, but chosen package not established.

LEVEL 1 CLASS FEATURES

  • Martial Arts.
  • Unarmored Defense.
  • Monk’s Focus is not yet available until later class progression; exact level-by-level base-class features are reviewed in PROGRESSION/RULES_REVIEW rather than invented here.

WARRIOR OF MERCY — PLANNED LEVEL 3+
Rules-verified feature names and broad effects:
- Hand of Harm: enhance an Unarmed Strike with extra necrotic damage by spending Focus, once per turn.
- Hand of Healing: Magic action + Focus to heal by touch; can replace an Unarmed Strike in Flurry of Blows under its rules.
- Implements of Mercy: Insight, Medicine, Herbalism Kit proficiencies.
- Physician’s Touch at 6: improves healing/harm with condition interaction.
- Flurry of Healing and Harm at 11: expands free uses inside Flurry; 2024 version has limited uses per Long Rest based on Wisdom modifier.
- Hand of Ultimate Mercy at 17: once per Long Rest, expend 5 Focus Points to restore a creature that died within the last 24 hours, restoring HP and clearing listed conditions.

EQUIPMENT — RECORDED NARRATIVE POSSESSIONS

  • Healer’s kit and practical medical supplies: bandages, needles/thread, splints, small bottles/salves, clean cloth, herbal remedies, water flask.
  • Wrapped hands.
  • No signature weapon established; unarmed combat is intended.
  • Currency: not established.
  • Magic items: none established.

COMBAT TACTICS

Ordinary fight

  • Mobile striker/combat medic.
  • Move into melee, use rapid unarmed attacks, reposition, and heal allies without behaving like a stationary back-line healer.
  • Prefer nonlethal outcomes against ordinary humanoid foes when practical; exact use of nonlethal attack rules occurs only when a melee attack reduces a creature to 0 HP.

Challenge/duel

  • Publicly demonstrate superiority by beating the challenger, healing them, and continuing if they have not surrendered.
  • If an opponent is visibly barely standing but still conscious, Mercy may spend healing on them before they hit 0 so there is “another round.” RAW does not give her arbitrary control to set an enemy to exactly 1 HP.
  • If a melee attack reduces an opponent to 0, she can choose to knock them unconscious instead of killing them under the 2024 rules, then heal later.

Party synergy

  • Brakk charges the primary threat; Mercy follows: “Not without me!”
  • Brakk’s Rage durability creates a large healing-efficient buffer; Mercy keeps him in the fight while contributing direct pressure.
  • Nessa aims them at the relevant threat/objective.
  • Zevra destabilizes the battlefield around them.

OPEN MECHANICAL CHOICES

  • Exact level-1 Monk skill choices.
  • Human Skillful proficiency.
  • Monk tool proficiency.
  • Starting equipment package vs 50 GP and exact mundane purchases.
  • Level-19 Epic Boon.
  • Any optional weapon mastery choices if/when relevant.

Story

Stories & continuity

Scene fragments and outlines—not a finished campaign story.

The Gentle Company →

Read all established scene fragments, the party’s chronology and unwritten directions.

History, relationships & development

HISTORY

Mercy trained in a tradition that paired medical knowledge with martial discipline. The core premise established in discussion is that understanding how to restore a body and understanding how to damage it are adjacent skills. She developed a reputation for enjoying sparring too much and for repairing training partners so the session could continue.

A previous assistant version made her colder and more torture-oriented; the user explicitly refined away from that. Current Mercy is not a sadistic physician. She likes fighting, not suffering as an end in itself.

Mercy eventually became a travelling adventurer/healer. At some point she joined or was acquired by an earlier adventuring group containing a wizard, cleric, rogue, and Brakk. The arrival of Mercy created the Brakk + Mercy feedback loop. The original wizard, cleric, and rogue eventually “gave up”/retired from that level of chaos; this is an established party-origin premise but no formal scene or timing was written.

RELATIONSHIPS

Brakk Stonebelly

  • Best friend and ideal training partner.
  • Brakk can endure punishment and loves fighting; Mercy can repair him and also loves fighting.
  • Their established synergy is “infinity destruction.”
  • Key training beat: Brakk finally stops holding back with a large wooden training club, knocks Mercy into a wall; she staggers up, heals herself, smirks, says “Now that was a hit.” Brakk is startled for a fraction of a second, then overjoyed to have found a durable training partner.
  • They continue training long after sensible party members stop.

Zevra Vale

  • Fellow member of The Gentle Company.
  • Mercy follows Brakk into the center while Zevra asks how to make the situation worse.
  • Exact personal friendship details beyond party chemistry are not yet established.

Nessa Quickstep

  • Fellow member of The Gentle Company.
  • Nessa points the destructive trio toward the objective/threat; Mercy is one of the three “displacer beasts” Nessa metaphorically herds.
  • Exact one-on-one relationship details are not established.

Original wizard/cleric/rogue

  • Unnamed prior party members.
  • They eventually leave/retire/give up while Brakk and Mercy continue, content.

DEVELOPMENT

Established direction

- Straight-classed Monk progression.
- Warrior of Mercy at Monk 3.
- DEX and WIS are the primary progression stats.
- At high level, Hand of Ultimate Mercy makes the “we aren’t done” premise literal even across recent death.
Unresolved:
- Alignment.
- Exact legal/birth-name status of “Mira Vey” versus Mercy as the only current name.
- Exact monk tool proficiency and some level-1 skill allocation.
- Exact level-19 Epic Boon.
- Exact equipment package versus purchased gear.

Continuities & appearances

Context

CONTINUITY
CONT-001 — The Gentle Company continuity
Role
Core party member; healer, mobile striker, Brakk’s best friend/training partner.
Build stage in continuity
Narrative level not established; build starts at Monk 1 and plans to Warrior of Mercy at Monk 3.
Relationships
Brakk (best friend / training partner), Zevra (party member / escalation partner), Nessa (party member / tactical pointer), original unnamed wizard/cleric/rogue (former companions).
Summary
Mercy joins an earlier party containing Brakk. Her ability and willingness to heal Brakk after extreme fighting creates a self-sustaining destructive duo. The original three other companions eventually give up/retire from the chaos. Mercy and Brakk continue, later adding Zevra and Nessa and operating as The Gentle Company.
Differences from general profile
None established.
Written scenes
No formal story chapter exists. Several scene fragments are preserved in stories/the-gentle-company/FULL_STORY.txt.
Unwritten plans
Campaign adventures, setting, exact joining scenes, and later chronology remain open.

Equipment

Equipment & possessions

Source concept; mechanical status stated

Wrapped hands and medical supplies

Current visual/narrative equipment; starting package unselected.

Current visual/narrative equipment; starting package unselected.

Source concept; mechanical status stated

Healer’s Kit

Relevant to the chosen Healer feat; exact inventory and uses remaining need confirmation.

Relevant to the chosen Healer feat; exact inventory and uses remaining need confirmation.

Signature instruments & gifts

Not recorded

Spells

Spells & abilities

Descriptions preserve character-specific source details. Missing action, concentration, ritual, or rules text is marked as unrecorded.

No matching structured spells or abilities. Consult the recorded mechanics in Build.

Notes

Import rules review · 2026-10-03: 2024 class tables and features · 2024 species and backgrounds · 2024 equipment

Notes & inconsistencies

Campaign-scale stakes

Not recorded

Open the library continuity ledger · Open remaining library questions

Latest decisions & source hierarchy

1. MERCY’S PERSONALITY — SUPERSEDED COLD/SADISTIC DIRECTION

Competing versions

A. Earlier GPT version
cold/clinical healer, possibly Neutral/Lawful Evil, torture-adjacent, resurrection used to continue interrogation/punishment.
B. Current user-refined version
mischievous, battle-loving, neither sadistic nor kind; pain is not the objective; fighting is. She avoids leaving corpses and may heal an opponent so the fight can continue.
Acceptance
Version B explicitly established by user and is current. Version A superseded.
Resolution question
None needed unless user wants to retain any cold/clinical trait separately.

2. MERCY SIGNATURE LINE

Competing versions

A. “You weren’t finished.” — GPT proposed.
B. “We aren’t done.” — user explicitly selected.
Acceptance: B current; A superseded.

3. MERCY NAME

Version
GPT proposed “Mira Vey”; later discussion primarily calls her “Mercy,” and user says “it’s her nickname now.”
Acceptance
Mercy nickname definitely current. Mira Vey was included in a finalized build and never rejected, but was not separately confirmed as legal name.
Precise question
Is “Mira Vey” locked as her legal/birth name, or should current exports use Mercy only until a legal name is chosen?

4. MERCY SUBCLASS TERMINOLOGY

Recorded informal phrase
“Mercy monk,” sometimes “Way of Mercy” in early assistant language.
Rules-verified 2024 name
Warrior of Mercy.
Status
Use Warrior of Mercy mechanically. “Mercy monk” is ordinary descriptive shorthand. 2014 Way of Mercy is not the selected rules edition.

5. MERCY EXACT SKILL ALLOCATION

Recorded target skills
Medicine, Acrobatics, Insight, Perception, Stealth.
Rules sources
Wayfarer fixes Insight/Stealth; Human adds one skill; Monk chooses 2 from its list; Warrior of Mercy adds Insight/Medicine at 3.
Conflict
Final conversation did not specify exactly which source provides which skill, and Perception is not a Monk class option.
Precise question
Which Human Skillful proficiency and which two Monk level-1 skill choices should be selected?

12. PARTY NAME

Possible assistant suggestions included The Unsupervised, Controlled Disaster, Herding Displacers, etc.
Current explicit user decision: The Gentle Company, with Zevra using “gentle” as deliberately misleading public branding.
Nessa’s phrase: “Herding Displacers” remains her private/operational description, not the formal company name.

14. FOUR-PANEL PARTY IMAGE

Generated after explicit user request and explicitly praised as capturing all four fantastically.
Status: Current accepted visual group reference, subject to normal caveat that text-not-established micro-details in the art are visual observations rather than locked biography.

Rules review boundary

Core 2024 class tables and origins were checked on 3 October 2026. Automatic grants are separated from choices. Future levels do not inherit starting statistics. Warrior of Mercy detailed text and the legacy College of Creation/MotM Goblin full entries still require accessible publisher verification; exported descriptions are retained as source-recorded, not a fresh certification. Narrative campaign levels are unknown.

CREATION_PROVENANCE

Concept/identity

  • User supplied the core “Mercy monk” idea and the deliberately double-meaning mercy theme.
  • User refined the character away from sadism and kindness toward mischievous, battle-loving neutrality.
  • User explicitly selected “We aren’t done” over the assistant’s earlier “You weren’t finished.”
  • GPT proposed the name Mira Vey and several supporting interpretations; user later accepted/finalized the build generally, but never separately confirmed the legal-name detail.

Backstory/story

  • GPT proposed the healer/martial tradition and travelling-healer frame; this was included in the user-requested finalized build and was not rejected.
  • User established the bandit-challenge interpretation as a public demonstration of superiority and the Brakk training moment.

Personality/relationships

  • User established “mischievous, not sadistic and not kind,” the repeated heal/beat training/fight loop, and Brakk + Mercy as best friends/infinity destruction.
  • GPT developed illustrative dialogue and party dynamics around those selections.

Visual concept

  • User supplied the “The Healer Is The Final Boss” image/thumbnail and later reposted a closely related image with the song transcript.
  • GPT generated a four-panel party image that the user explicitly praised as capturing the characters fantastically.
  • A prior GPT-generated full-page RPG sheet image was immediately rejected as the wrong task/direction and is retained only as a superseded artifact.

Distinctive build decisions

  • 2024 Warrior of Mercy Monk is directly tied to user concept and song reference.
  • Human/Wayfarer/Healer+Lucky/stat allocation were GPT build proposals subsequently included in the finalized build; no later rejection recorded.
  • Pure Monk progression was GPT-proposed and accepted as part of finalization.

LATEST IDENTIFIABLE DECISIONS

  • Formal party/company name: The Gentle Company.
  • Zevra uses deliberately respectable/misleading presentation; “gentle” is intentional branding.
  • Nessa privately/accurately describes managing them as “Herding Displacers.”
  • Nessa carries the metaphorical laser pointer and is the one who cares enough about the actual objective to aim the others: “The big one is that way.”
  • Brakk, Mercy, and Zevra are the destructive three; Nessa sees the plan while they are mostly having fun.
  • Mercy is mischievous, battle-loving, not sadistic and not defined by kindness.
  • Mercy does not leave a normal fight full of corpses when she can prevent it.
  • Mercy’s repeated heal/fight loop is intentionally part of her combat style and public superiority in a challenge.
  • Mercy signature line: “We aren’t done.”
  • Brakk/Mercy best-friend training partnership is established, including the wall-hit scene with the huge wooden club.
  • Four-panel party image is current/accepted.

EXPLICITLY SUPERSEDED

  • Cold/evil/torture-focused Mercy interpretation.
  • “You weren’t finished” as Mercy’s signature line.
  • “Vaelyn, The Merciful Hand” generated sheet/image identity from the assistant’s accidental image-generation turn.
  • Alternative formal party names such as The Unsupervised; The Gentle Company is current.

All story decisions & inconsistencies →