Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Multiattack. The novice makes three Unarmed Strike attacks or three Improvised Missile attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Once per turn, the adept can cause one of the following additional effects (choose one or roll a d4):
1–2: Knock Down. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
3–4: Shove. The target must succeed on a DC 13 Strength saving throw or be shoved up to 10 feet directly away from the novice.
Hurricane Kick. The adept makes a spinning jump kick, moving in a straight line up to its movement speed, striking any creature within five feet of this trajectory that fails a DC 13 Dexterity saving throw for 8 (2d4 + 3) bludgeoning damage, with a 50% chance of the creature getting knocked prone. On a success, the creature can make an opportunity attack with disadvantage.
Improvised Missile. Range Weapon Attack: +5 to hit, range 20/60 ft. Hit: 4 (1d4 + 2). Missile must be within 5 ft. of novice, and weigh no more than 10 pounds.
Surf's Up. The adept cast the Surf's Up Cantrip.
Leviathan Punch (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 ( 2d8 + 5). The adept makes a spinning, jumping uppercut against a target within 10 feet, their fist surrounded by a spectral leviathan. On a hit, the target is knocked prone, and it must also make a DC 13 Constitution saving throw. On a failure, the target is stunned until the end of its next turn.
Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the novice catches the missile if it’s small enough to hold in one hand and the adept has a hand free.
Counter Throw. In response to a a melee attack missing, the adept can attempt to to throw the attacking creature up to 10 feet behind them with an unarmed strike. The novice can also attempt this throw as an opportunity attack, provided the target doesn't have an ability that allows it to avoid opportunity attacks. The thrown creature can be size large or smaller, and when it lands, it becomes prone. +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Description
The monastic order known as the *****'ands, officially named the Open Hands of Umberlee, wear loose-fitting breeches and tunics dyed the blue-green of the sea, usually embroidered somewhere with the ***** Queen's twin tidal waves, as well as leather boxing gauntlets dyed to match their clothes. They study and preach from a book called the Text from Endless Fathoms, also known as the Storm-Wracked Treatise, or, derisively, the Soggy Bible. In many communities where their temples are found, they are often rather aggressive when soliciting donations, and occasionally, they engage in outright extortion and other criminal activities in the service of their capricious, malicious sea goddess.
Previous Versions
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