Phase
- Hit points · HP
- 97
- Armour class · AC
- 16
- Level
- 12
- Strength
- 8-1
- Dexterity
- 18+4
- Constitution
- 13+1
- Intelligence
- 10+0
- Wisdom
- 14+2
- Charisma
- 12+1
Attacks and skills 7
Jump
Jump up, down, and across. Your
Strength affects how far you can jump.
Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Cunning Action: Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Bonus Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Piercing Strike
Deal regular damage and possibly inflict
Gaping Wounds, which cause extra damage on attacks.
Action
Shadow Step
Teleport from shadow to shadow. Afterwards, you have
Advantage on your next melee
Attack Roll.
Advantage on your next melee
Attack Roll.
18m
Bonus Action
Sneak Attack (Melee)
Deal extra damage to a foe you have
Advantage against.
Advantage against.
ActionSneak Attack Charge
Stunning Strike (Melee)
Possibly
Stuns the target.
Action
Traits 19
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Deflect Missiles
Use your reaction to reduce the damage from a ranged weapon attack by 1d10 + your Dexterity Modifier + your monk level.
Evasion
Your agility lets you dodge out of the way of certain spells.
When a spell or effect would deal half damage on a successful Dexterity
Saving Throw, it deals no damage if you succeed, and only half damage if you fail.
When a spell or effect would deal half damage on a successful Dexterity
Saving Throw, it deals no damage if you succeed, and only half damage if you fail.Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Fast Hands
Gain an additional bonus action.
Gnome Cunning
You have
Advantage on Intelligence, Wisdom, and Charisma
Saving Throws.
Advantage on Intelligence, Wisdom, and Charisma
Saving Throws.Shortened Stride
Your
movement speed is 7.5m.
movement speed is 7.5m.Ki-Empowered Strikes
Your unarmed attacks count as magical for the purpose of overcoming enemies' Resistance and
Immunity to non-magical damage.
Immunity to non-magical damage.Martial Arts: Bonus Unarmed Strike
After making an attack with a Monk Weapon or while unarmed, you can make another unarmed attack as a bonus action.
Martial Arts: Dextrous Attacks
Attacks with Monk Weapons and unarmed attacks scale with your
Dexterity instead of your
Strength if your Dexterity is higher.
Dexterity instead of your
Strength if your Dexterity is higher.Martial Arts: Deft Strikes
Attacks with Monk Weapons and unarmed attacks deal [1], unless their normal damage is higher.
Purity of Body
You are
Immune to Poison damage and can't be
Poisoned or affected by disease thanks to the purifying ki flowing through your meridians.
Immune to Poison damage and can't be Slow Fall
When you fall, you can use your reaction to gain Resistance to Falling damage.
Stillness of Mind
If you are
Charmed or
Frightened, you automatically cast
Stillness of Mind to remove the condition.
Unarmoured Defence
Your reflexes are as effective as any armour. While not wearing armour, you add your Wisdom Modifier to your
Armour Class.
Armour Class.Unarmoured Movement
Your
movement speed increases by 6m while you are not wearing armour or using a shield.
movement speed increases by 6m while you are not wearing armour or using a shield.Advanced Unarmoured Movement
Darkness Rules
No game description available.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.