You can spend Ki Points to fuel ki features. You have 12 points per short rest and your Ki save DC is 15.
Flurry of Blows - 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 - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - 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.
Stunning Strike: (No Action)
When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 15).
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
Stillness of Mind
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.
You can move along vertical surfaces and across liquids on your turn without falling during the move.
When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.
4 attacks
Action Name. Enter the description for your action.
Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 5ft., 1 target. Hit: 7(1d8 + 5) [Blunt] damage.
Action Ranged Attack. RangedWeapon Attack: +10 to hit, range 80/300 ft., 1 target. Hit: 7 (1d8 + 5) Piercing damage.
When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
You can spend Ki Points to fuel ki features. You have 12 points per short rest and your Ki save DC is 15.
Flurry of Blows - 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 - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - 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.
Reaction Name. Enter the description for your action.
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 +17. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.
Description
You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasio
Previous Versions
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1/9/2023 1:38:03 AM
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Coming Soon
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