Warhammer |
Versatile ( d10 ), Martial Arts ( Kensei Weapon ) |
Attack |
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+ 6 ( = + 3 DEX + 3 Proficiency ) |
Damage |
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1d8 + 3 ( = + 3 DEX ) / Bludgeoning |
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Quarterstaff |
Versatile ( d8 ), Martial Arts |
Attack |
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+ 6 ( = + 3 DEX + 3 Proficiency ) |
Damage |
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1d6 + 3 ( = + 3 DEX ) / Bludgeoning |
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Shortsword |
Finesse, Light, Martial Arts |
Attack |
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+ 6 ( = + 3 DEX + 3 Proficiency ) |
Damage |
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1d6 + 3 ( = + 3 DEX ) / Piercing |
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Claws |
Natural Weapon, Martial Arts |
Attack |
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+ 6 ( = + 3 DEX + 3 Proficiency ) |
Damage |
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1d4 + 3 ( = + 3 DEX ) / Slashing |
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Unarmed Strike |
Natural Weapon, Martial Arts |
Attack |
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+ 6 ( = + 3 DEX + 3 Proficiency ) |
Damage |
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1d6 + 3 ( = + 3 DEX ) / Bludgeoning |
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Dart |
Finesse, Thrown, Range ( 20 / 60 ) |
Attack |
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+ 6 ( = + 3 DEX + 3 Proficiency ) |
Damage |
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1d4 + 3 ( = + 3 DEX ) / Piercing |
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Longbow |
Ammunition ( Range 150 / 600 ), Heavy, Two-handed, Martial Arts ( Kensei Weapon ) |
Attack |
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+ 6 ( = + 3 DEX + 3 Proficiency ) |
Damage |
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1d8 + 3 ( = + 3 DEX ) / Piercing |
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Tabaxi |
Ability Score Increases |
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+ 2 DEX, + 1 CHA |
Size |
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Medium |
Speed |
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Your base walking speed is 30 feet |
Darkvision |
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Thanks to your infernal heritage, you have superior vision in dark and dim conditions. |
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. |
You can't discern color in darkness, only shades of gray. |
Feline Agility |
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When you move on your turn in combat, you can double your speed until the end of the turn. |
Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. |
Cat's Claws |
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Because of your claws, you have a climbing speed of 20 feet. |
In addition, your claws are natural weapons, which you can use to make unarmed strikes. |
If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the |
bludgeoning damage normal for an unarmed strike. |
Cat's Talent |
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You have proficiency in the Perception and Stealth skills. |
Languages |
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Common, One of your choice |
Monk 4 |
Hit Dice |
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1d8 / Lv. |
Armor Proficiencies |
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None |
Weapon Proficiencies |
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All simple weapons, Shortsword |
Tool Proficiencies |
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Choose one type of artisan's tools or one musical instrument |
Saving Throw Proficiencies |
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Strength, Dexterity |
Skills |
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Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth |
Unarmored Defense |
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While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + |
your Wisdom modifier. |
Martial Arts |
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Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, |
which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. |
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 can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. |
・When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one |
unarmedstrike as a bonus action. |
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed |
strike as a bonus action, assuming you haven't already taken a bonus action this turn. |
Ki |
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Your training allows you to harness the mystic energy of ki. |
Your access to this energy is represented by a number of ki points. |
Your monk level determines the number of points. |
You can spend these points to fuel various ki features. |
You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. |
You learn more ki features as you gain levels in this class. |
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw |
all of your expended ki back into yourself. |
You must spend at least 30 minutes of the rest meditating to regain your ki points. |
Some of your ki features require your target to make a saving throw to resist the feature's effects. |
The saving throw DC is calculated as follows: |
Ki Save DC |
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13 ( = 8 + 3 Proficiency + 2 WIS ) |
Flurry of Blows |
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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 |
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You can spend 1 ki point to take the Dodge action as a bonus action on your turn. |
Step of the Wind |
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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 |
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Your speed increases by 10 feet while you are not wearing armor or wielding a shield. |
Monastic Tradition |
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Way of the Kensei |
Kensei Weapons |
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Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. |
Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. |
The longbow is also a valid choice. |
You gain proficiency with these weapons if you don't already have it. |
Weapons of the chosen types are monk weapons for you. |
Many of this tradition's features work only with your kensei weapons. |
Agile Parry |
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If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can |
use it to defend yourself if it is a melee weapon. |
You gain a + 2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't |
incapacitated. |
Kensei's Shot |
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You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. |
When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of |
the weapon's type. |
You retain this benefit until the end of the current turn. |
Deflect Missiles |
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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. |
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 |
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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. |
Extra Attack |
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Stunning Strike |
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Outlander (Background) |
Feature:Wanderer |
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You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. |
Skill Proficiencies |
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Athletics, Survival |
Tool Proficiencies |
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One type of musical instrument |
Languages |
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One of your choice |