Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Arms of the Astral Self. You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. Additionally, immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action.
Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Multiattack. The monk makes three unarmed strikes (one as a bonus action).
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) radiant damage. If the target is a creature
Stunning Strike (3/Day). When you hit another creature with a melee weapon attack, you can attempt a stunning strike. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of your next turn.
Deflect Missile. In response to being hit by a ranged weapon attack, the monk deflects the missile. The damage it takes from the attack is reduced by 1d10 + 12. If the damage is reduced to 0, the monk catches the missile if it’s small enough to hold in one hand and the monk has a hand free.
Deflect Energy. In response to taking acid, cold, fire, lightning, or force damage, the monk can use it's reaction to deflect it. The damage it takes from the attack is reduced by 1d10 + 12.
-
View User Profile
-
Send Message
Posted Jun 16, 2024You saved my ass with this because i accidentally deleted my own version of this just before my campaign. And yours is much better and easy to read. well done