Martial Arts Adept
Medium Humanoid
(Any Race)
, Any Alignment
• Armor Class: 16
• Hit Points: 60 (11d8+11)
• Speed: 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
11 (+0) |
17 (+3) |
13 (+1) |
11 (+0) |
16 (+3) |
10 (+0) |
• Skills:
Acrobatics +5, Insight +5, Stealth +5
• Languages:
any one language (usually Common)
• Challenge:
3 (700 XP)
• Environments:
Urban
• 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 ot'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.