Ki. Claw has 7 ki points which he can spend to do the following things.
- Flurry of Blows. After taking the attack action, Claw can spend 1 ki point to make two additional unarmed strikes as a bonus action.
- Patient Defense. Claw can spend 1 ki point to take the Dodge action as a bonus action on his turn.
- Step of the Wind. Claw can spend 1 ki point to take the disengage or dash action as a reaction, during this time his jump distance is doubled.
- Stunning Strike. When Claw hits another creature with a melee weapon attack, he 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 his next turn.
Martial Arts. Claw has the following benefits while he is unarmed or wielding a monk weapon and he isn't wearing armor or wielding a shield.
- He can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons
- He can roll a d6 in place of the normal damage of his unarmed strike or monk weapon
- When he uses the attack action with an unarmed strike or monk weapon on his turn, he can make an unarmed strike as a bonus action.
Unarmored Movement. While not wearing armor Claw's speed increases by 15 feet.
Ki Empowered Strikes. Claws unarmed strikes count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.
Drunken Technique. When Claw uses Flurry of Blows, he gains the benefits of the Disengage action, and his walking speed increases by 10 feet until the end of the current turn.
Leep to Your Feet. When Claw is pron he can stand up by spending 5 feet of movement rather than half his speed.
Sneak Attack. Once per turn, Claw can deal an extra 1d6 damage to one creature he hits with an attack if the attack has advantage. The attack must use finesse or ranged weapon. The attack does not need advantage if an enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he doesn't have disadvantage on the attack roll.
Multiattack. Claw makes two melee weapon attack and spends ki points if available.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) bludgeoning damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 4) slashing damage.
Ykwla. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 10/30ft., 1 target. Hit: 8 (1d8 + 4) piercing damage.
Deflect Missiles. Claw reduces the damage from an incoming ranged weapon by 1d10+11. If he reduces it to 0, he catches the missile if it is small enough for him to hold in one and he has at least one hand free. If he catches a missile in this way he can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught as part of the same reaction. He makes this attack with proficiency 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. Claw reduces damage taken by falling by 35.
Redirect Attack. Claw spends 1 ki point to cause a melee attack that missed him to hit another creature within 5 feet of him.
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