= Class features
== Hit Points
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Con. mod.
Hit Points at Higher Levels: 1d8(or 5) + your Con. mod. per monk level after 1st
== Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
== Equipment
(a) a shortsword or *(b) any simple weapon
(a) a dungeoneer's pack or *(b) an explorer's pack
10 darts
== Unarmored Defense
== Martial Arts
== Ki
Ki points: 7 @ Lv7
Ki save D.C. = 8 + your proficiency bonus + your Wisdom modifier
=== Flurry of Blows
=== Patient Defense
=== Step of the Wind
== Unarmored Movement
== Monastic Tradition
=== Way of the Four Elements
* Elemental Attunement
* Fangs of the Fire Snake
* Gong of the Summit (6th Level Required)
== Deflect Missles
Starting at 3rd level, you can use you 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 leve.
If your 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 the weapon or piece of ammunition you just caught as part of the same reaction. You make this attack with proficienty, regardless of your weapon proficienties, 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 time your monk level.
== Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
== Stunning Strike
Starting at 5th level, you can interface with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you 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 your next turn.
== Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
== Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
== Stillness of mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
= Racial Traits
Ability Score Increase: Your Dex. score increases by 2.
Lucky: When you roll a 1 on 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.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
== Lightfoot
Ability Score Increase: Your Cha. score increases by 1.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
|