Monk Features
Unarmored Defense. Your AC equals 10 + your dexterity mod + your wisdom mod while not using armor or shield.
Dedicated Weapon. You can use a long rest to train with any weapon that is not heavy or special, making it a monk weapon. Only one dedicated weapon allowed.
Martial Arts.
Use Dex for monk weapons or unarmed strike attacks, damage rolls, and athletics check.
Unarmed strikes use a d4 dice, which changes in higher levels.
Can make an unarmed strike as a bonus action.
Ki Recovered when taking short or long rest.
Ki point pool is on the monk table.
Can use 1 ki point to:
* Flurry of Blows, make 2 unarmed strikes as bonus action.
* Patient Defense, take the dodge action as a bonus action.
* Step of the Wind, take the disengage or dash action as a bonus action. Jump distance is tripled.
Unarmored Movement. Your movement is increased by 10 ft. This bonus increases on the monk table.
Robust Body. You have resistance to poison damage, advantage con saves against poison and immunity to diseases.
Deflect Attacks.
You can use your reaction to deflect or catch a strike when you are hit by an attack. When you do so any bludgeoning, piercing, or slashing damage you take from the attack is reduced by 1d10 + your monk level.
If you reduce the bludgeoning, piercing, or slashing damage to 0, as part of the same reaction you can spend 1 ki point to make an unarmed attack against the creature if it's within range.
If the attack was a ranged missile attack, you can throw the missile back at the creature if the missile 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 a range of 30/60 using 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.
Radiant Sun Bolt.
In place of your unarmed strike, you can make a ranged weapon attack with equal attack and damage roll. The damage is radiant. The range is 10 x Prof Bonus + 10.
Any feature that can be used with unarmed strike can be used with radiant bolts, except for stunning strike and improved dedicated weapon.
Spending any feature that uses ki on your turn makes the bolts explosive, dealing extra damage equal to your Wis Mod to anyone in a 5 ft radius. This counts even if the ki move needs 0 ki.
Extra Cantrips. Light and Dancing Lights.
Stronger Healing. The constant flow of ki throughout your body helps repair it when injured. When you regain hit points for any source, including using hit dice, you regain a number of additional hit points equal to your wisdom modifier.
Slow Fall. 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. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike. Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. You can use this ability once per turn.
Focused Aim. Also at 5th level, when you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Ki-Empowered Strikes. Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Searing Arc Strike At 6th level, you gain the ability to channel your ki into searing waves of energy. As a bonus action you can shoot out a wave of energy in a 30 ft cone or a 40-foot line that is 10 feet wide (your choice). Each creature in that area must make a Dexterity saving throw against your ki save DC, taking radiant damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. You regain use of this ability when you finish a short rest.
Evasion. At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Unwavering. Starting at 7th level, your mind and body has been focused through constant meditation. You gain proficiency in constitution, intelligence, wisdom, charisma and death saving throws.
Immaculate Body At 10th level, you are at the peak of physical health. You are immune to poison damage and the poisoned condition.
Sun Glare. At level 11, you can channel your ki into a blinding light. As an action you can throw a sun flare to a point within 50 ft of yourself. Any creature within 10 feet of the point must make a constitution saving throw. On a failure the creatures are blinded until the end of your next turn and take 3d6 radiant damage. On a success, they only take half damage and are not blinded. You can use this ability once per a long rest. While you have no uses available, you can spend 4 ki to use this feature again.
Searing Sunburst. At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.
While you have no uses available, you can spend 2 ki points to use this feature again. On a successful save, a creature takes half damage.
Immaculate Body. At 10th level,You are at the peak of physical health. You are immune to poison damage and the poisoned condition.
Improved Dedicated Weapon. At 11th level, If your dedicated weapon is magical, your ki becomes infused with the weapon's magic. Your unarmed strikes deal any extra damage that your dedicated weapon has, as well as gain any of its magical properties. For example, if you had a +1 longsword that dealt an extra 1d6 fire and had a chance to knock creature prone on hit, your fists would act as a +1 weapon and would also deal an extra 1d6 fire damage and has a chance to knock creature prone.
If your dedicated weapon uses charges, you can use a charge from the weapon when you use an unarmed attack.
Tiefling Traits
Age. Tieflings mature at the same rate as humans but live a few years longer.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Darkvision. 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.
Hellish Resistance. You have resistance to fire damage
Winged. You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
Actions
Attack, Magic, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise, Two-Weapon Fighting, Interact with an Object, Study, Influence.
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Features & Traits