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Martial Arts Adept in Dungeons & Dragons 5e

Martial Arts Adept

Medium humanoid, any
Armor Class 16
Hit Points 60 (11d8+11) 11d8+11
Speed 40ft

STR
11 0
DEX
17 +3
CON
13 +1
INT
11 0
WIS
16 +3
CHA
10 0

Skills Acrobatics +5, Insight +5, Stealth +5
Languages any one language (usually Common)
Challenge 3 (700 XP)


Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.


Actions

Multiattack. The adept makes three unarmed strikes or three dart attacks.   Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:

  • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).   The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.   The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.


 

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