Skill |
Ability |
Score
|
Acrobatics |
DEX |
+3
|
Animal Handling |
WIS |
+1
|
Arcana |
INT |
-2
|
Athletics |
STR |
-1
|
Boatwright/River Halfling Boat Skills |
UNTYPED |
+3
|
Deception |
CHA |
+6
|
History |
INT |
-2
|
Insight |
WIS |
+1
|
Intimidation |
CHA |
+3
|
Investigation |
INT |
-2
|
Medicine |
WIS |
+1
|
Nature |
INT |
-2
|
Perception |
WIS |
+4
|
Performance |
CHA |
+3
|
Persuasion |
CHA |
+6
|
Religion |
INT |
-2
|
Sleight of Hand |
DEX |
+2
|
Stealth |
DEX |
+6
|
Survival |
WIS |
+1
|
|
Languages
- Ubrekti (common)
- Fresia (origin)
- Flannari (halfling bonus)
- Primordial
Class and Background Abilities
- Proficient with light armor, medium armor, and shields
- Proficient with simple and martial weapons
- Eyes of the Dark (120' darkvision, special Darkness spell at SORC3)
- Strength of the Grave (CHA saving throw to avoid 0 hp)
- Hexblade's Curse (single target bonus damage, gain HP on kill)
- Hex Warrior (use CHA instead of DEX for hit and damage)
- Warlock Invocations: Agonizing Blast (+CHA to eldritch blast damage), Armor of Shadows (Mage Armor)
- Nym's Mark of Greatness: +1 to an ability score (WIS), -1 to a different ability score (INT)
- 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: 3/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
- Shadow Arts: 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.
- 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 + 6 (DEX + 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 (range 20/60 feet) with 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.
- Unarmored Movement: +10' Movement speed when unarmored and not wielding a shield
- Dedicated Weapon: Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. (The weapon must be a simple or martial weapon, you must be proficient with it, and it must lack the heavy and special properties.)
- Ki-Fueled Attack: If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
Race Abilities
- Halfling Luck
- Brave
- Nimble
- Stealthy
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