Level | 11 (0/100000 XP for level-up) |
Background | Ruined |
Size | Medium |
Species | Thri-Kreen |
Subclass | Way of the Mask |
Level | 10 |
Hit dice | 10/10 |
1d8+2 |
Level | 1 |
Hit dice | 1/1 |
1d8+2 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|---|---|---|---|---|---|
Unarmed Strike | +10 | STR | 1d10+2+4 | Force | ||
Properties: Versatile (Slashing, Bludgeoning) | ||||||
Spear | +6 | DEX | 1d6+2 | Piercing | ||
Properties: Properties: versatile(1d8), thrown(20/60) | ||||||
Headbutt | +8 | STR | 1d8+4 | Force | ||
Properties: Versatile (Slashing, Bludgeoning) |
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
Unarmored Defense | 19 |
P/E | Bonus | Skill | Abi |
---|---|---|---|
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+8 | Athletics | STR | |
+5 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+5 | Intimidation | CHA | |
+0 | Investigation | INT | |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+1 | Perception | WIS | |
+5 | Performance | CHA | |
+5 | Persuasion | CHA | |
+4 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+5 | Survival | WIS |
+8
Expertise Bonus |
+4
Proficiency Bonus |
Spear, 5 Daggers, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, A cracked hourglass, a set of rusty manacles, a half-empty bottle, a hunting trap, a gaming set (matching your chosen proficiency), a set of traveler’s clothes
Darkvision. Your compact eyes and deep instincts give you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Multiple Limbs. You have a shorter pair of arms in the center of your chest. Your smaller arms have a reach of 5 feet, and you can use them to lift a number of pounds equal to five times your Strength score. You can use these arms to take an additional object interaction each round and hold objects. Your secondary arms can’t be used to do anything that requires manual precision such as attack, benefit from a shield, use an item or performing the somatic components of a spell.
Thri-kreen Telepathy. Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Insectoid Movement. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along seilings, while leaving your hands free.
Torpor. Thri-kreen are known to enter a state of decreased physiological activity to prolong their survival. You only require 1 gallon of water each week, you do not require sleep and don't suffer exhaustion from lack of rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Monk’s Focus. Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.
You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Uncanny Metabolism. When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Deflect Attacks. When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.
Slow Fall. You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.
Improved Extra Attack. You can attack twice instead of once on your turn. You learn to capture your enemy’s ki as you strike, transferring its life force to revitalise your own. At the end of your turn, you gain temporary hit points equal to thrice the number of weapon attacks you made that hit a non-Construct creature that turn.
Stunning Strike. Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
Evasion. When you’re 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.
You don’t benefit from this feature if you have the Incapacitated condition.
Acrobatic Movement. While you aren’t wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.
Heavyweight Champion. When presented with an obstacle, your first instinct is to wrestle it, even if the obstacle in question is not conventionally wrestle-able, like a dragon, an ooze, or an awkward conversation.
Signature Moves. You learn the following abilities:
Taunt. You can use your bonus action to mock a creature within 15 feet of you. If the target can hear you (though it need not understand you), it has disadvantage on the next attack roll it makes against a creature other than you before the end of its next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
I Meant To Do That. When you roll a 10 or lower on the d20 roll for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Once you use this ability, you can’t use it again until you finish a long rest.
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.
Fast Wrestler. You don’t have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.
When you are attacked by a creature that has a CR higher than your level, you gain a +2 bonus to your Armor Class.
You have advantage on attack rolls against any creature that has reduced one of your allies to 0 hit points in the last round.
If a hostile creature you can see takes a legendary action, you can use your reaction to intercede, preventing the legendary action from happening. Once you use this ability, you can’t use it again until you finish a short or long rest.