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Martial Arts Adept

Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging.    

Martial Arts Adept CR: 3 (700 XP)

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

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
Senses: Passive Perception 13
Languages: Any one language (usually Common)
Challenge Rating: 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 feet, one target. Hit: 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 feet, one target. Hit: 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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