Statistic

HP

AC

SPD

HD

PRB

INI.

Score:

31

15 (unarmored)

50 (8sq.)

1d8

+2

+4

Ability

STR

DEX

CON

INT

WIS

CHA

Scores

10

18

14

10

14

11

Skill Checks

+0

+4

+2

+0

+0

+0

Saving Throws

+2

+6

+2

+0

+2

+0

Skills

Athletics

+0

Acrobatics

+6

Sleight of Hand

+6

Stealth

+6

Arcana

+0

History

+0

Investigation

+0

Nature

+0

Religion

+0

Skills

Animal Handling

+0

Insight

+4

Medicine

+4

Perception

+2

Survival

+4

Deception

+0

Intimidation

+0

Performance

+0

Persuasion

+0

Passive Percept.

12

Class Features

Martial Arts.
When you use the Attack action with an unarmed strike or a monk weapon
on your turn, you can make one unarmed strike as a bonus action.

Unarmored Defense.
While you wear no armor and wield no shield,
your AC equals 10 + your Dex modifier + your Wis modifier.

Ki: 3 points
Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Flurry of Blows. Immediately 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.

Deflect Missiles
Starting at 3rd level, 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 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Way of Shadow Features

Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

Feats

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.

  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Weapon Attacks (Attack Actions)

Dart | Melee / Ranged Weapon Attack
+6 to hit, range 20/60 ft., one target.
Hit: 1d4 + 4 piercing damage

By default: Myra has eight Darts with her.

Shortsword | Melee Weapon Attack
+6 to hit, reach 5 ft., one target.
Hit: 1d6 + 4 piercing damage

Unarmed Strike | Melee Weapon Attack
+6 to hit, reach 5 ft., one target.
Hit: 1d4 + 4 bludgeoning damage

This attack can be used as a bonus action when you make a melee attack with Dart or Shortsword.

Usable Equipment and Languages

Weapons

simple weapons, shortswords; melee weapons of these types that lack the two-handed or heavy property are monk weapons for you.

Armor

None

Tools

Herbalism kit

Languages

Common, Dwarven

Special Weapons (Attack Actions)

Fenrik's Spear | Melee
+7 to hit, range 5/10 ft., one target.
Hit: 1d6 + 5 piercing damage (single-handed)
Hit: 1d8 + 5 piercing damage (double-handed)

Clarisse's Mace | Melee Weapon Attack
+6 to hit, reach 5 ft., one target.
Hit: 1d6 + 4 radiant damage (single-handed)