Ki. The initiate's unarmed strikes are magical. It has 5 ki points that it can spend on the following optons, each of which costs 1 ki point. It recovers all ki points upon completng a short or long rest.
- Stunning Strike: When The initiate hits a creature with an unarmed strike, the target must succeed on a DC 12 Constitution saving throw or be stunned untl the end of the monk’s next turn.
- Wind Step: The initiate takes the Dash or Dodge acton as a bonus acton
Repel Missles: Ranged atack rolls made against the initiate have the disadvantage
Multiattack. The initiate can make two attacks
Unarmed Strike. Melee weapon attack: +5 to hit, reach 5 ft., one target. (1d8+3) bludgeoning damage.
Shuriken. Ranged weapon Attack: +5 to hit, reach 5ft, one target. hit: 5 (1d4 + 3) piercing damage.
Description
Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
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