Skill |
Ability |
Score
|
Acrobatics |
DEX |
+6
|
Animal Handling |
WIS |
+3
|
Arcana |
INT |
0
|
Athletics |
STR |
0
|
Deception |
CHA |
0
|
History |
INT |
0
|
Insight |
WIS |
+3
|
Intimidation |
CHA |
0
|
Investigation |
INT |
0
|
Medicine |
WIS |
+3
|
Nature |
INT |
0
|
Perception |
WIS |
+6
|
Performance |
CHA |
0
|
Persuasion |
CHA |
0
|
Religion |
INT |
0
|
Sleight of Hand |
DEX |
+3
|
Stealth |
DEX |
+6
|
Survival |
WIS |
+6
|
|
Languages
- Ubrekti (common)
- Fresian (origin)
- Goblin (halfling bonus)
Class and Background Abilities
- Ritual Casting
- Grave Domain:
- Circle of Mortality: When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
- Eyes of the Grave: you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Unarmored Defense: while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- Martial Arts: DEX for unarmed, bonus attack
- Ki: 4/short rest
- Flurry of Blows: 1 Ki point to make 2 unarmed attacks as bonus action
- Patient Defense: 1 Ki point to dodge as bonus action
- Step of the Wind: 1 Ki point to disengage or dash as bonus action
- Unarmored Movement: +10' Movement speed when unarmored and not wielding a shield
- Deflect Missiles: 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 + 7 (DEX modifier + 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.
- Touch of Death: your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to 7 (Wisdom modifier + monk level).
- Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to 20 (5 x monk level)
- Feat: Resilient(WIS)
Race Abilities
- Halfling Luck: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave: You have advantage on saving throws against being frightened.
- Nimble: You can move through the space of any creature that is of a size larger than yours.
- Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
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