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Dadi Vita 1d10 per livello

Competenze

STR , DEX

Ala Mhigan Monk

Livello Bonus di Competenza Caratteristiche Martial Arts Die
1 + 2 Unarmored Defense Martial Arts 1d4
2 + 2 Unarmored Defense Martial Arts 1d4
3 + 2 Unarmored Defense Martial Arts 1d4
4 + 2 Unarmored Defense Martial Arts 1d4
5 + 3 Unarmored Defense Martial Arts 1d6
6 + 3 Unarmored Defense Martial Arts 1d6
7 + 3 Unarmored Defense Martial Arts 1d6
8 + 3 Unarmored Defense Martial Arts 1d6
9 + 4 Unarmored Defense Martial Arts 1d6
10 + 4 Unarmored Defense Martial Arts 1d6
11 + 4 Unarmored Defense Martial Arts 1d8
12 + 4 Unarmored Defense Martial Arts 1d8
13 + 5 Unarmored Defense Martial Arts 1d8
14 + 5 Unarmored Defense Martial Arts 1d8
15 + 5 Unarmored Defense Martial Arts 1d8
16 + 5 Unarmored Defense Martial Arts 1d8
17 + 6 Unarmored Defense Martial Arts 1d10
18 + 6 Unarmored Defense Martial Arts 1d10
19 + 6 Unarmored Defense Martial Arts 1d10
20 + 6 Unarmored Defense Martial Arts 1d10

Caratteristiche di Classe

Livello 1

Unarmored Defense
Martial Arts

Livello 10

Aura Veil

Livello 11

Archetype Feature
Perfect Balance

Livello 12

Ability Score Improvement

Livello 13

Aura Speech

Livello 14

Iron Will

Livello 15

Aura Sense

Livello 16

Ability Score Improvement

Livello 17

Archetype Feature

Livello 18

Anatman

Livello 19

Ability Score Improvement

Livello 2

Chakra Gate
Monastic Artes

Livello 20

Transcendence

Livello 3

Ala Mhigan Monk Archetype
Elemental Gate

Livello 4

Ability Score Improvement

Livello 5

Extra Attack

Livello 6

Archetype Feature
Fists of Rhalgr

Livello 7

Evasion

Livello 8

Ability Score Improvement

Livello 9

Master of Movement

Competenze

Weapons

simple

martial

Skills

Equipaggiamento Iniziale

Caratteristiche di Classe

Unarmored Defense (Level 1)

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts (Level 1)

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Ala Mhigan Monk Features table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Chakra Gate (Level 2)

Starting at 2nd level, you learn to open chakra gates in your body, giving you a sharp increase in your physical ability. As a bonus action, you may open a chakra gate, granting you a number of chakra charges equal to your Wisdom modifier.

These charges persist in your body until you complete a short or long rest, or until you open the chakra gate again. You may use Chakra Gate a number of times equal to your proficiency bonus. Your uses of the Chakra Gate feature refresh when you complete a short or long rest.

Monastic Artes (Level 2)

As part of your monk training, you have learned a variety of special techniques that make use of the chakra flowing through your body. Various Monastic Artes require use of different types of chakra to activate.

Some of your Monastic Artes may require your target to make a saving throw against the attack or work in a similar way to spell casting. For such effects use the following calculations:

Monastic Artes

Monastic Artes

You can find a list of Monastic Artes at the end of the class description.

Ala Mhigan Monk Archetype (Level 3)

Starting at 3rd level, you have selected your elemental Riddle you consider while meditating that guides your path as a monk. You select between the Riddle of Earth, Riddle of Fire or Riddle of Wind, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Elemental Gate (Level 3)

Also starting at 3rd level, your rumination on an elemental riddle has awakened a second chakra gate in your body. As a bonus action, you may open the elemental chakra gate, granting you a number of elemental chakra equal to your Wisdom modifier.

These charges persist in your body until you complete a long rest, or until you open the elemental chakra gate again. You may use elemental gate a number of times equal to your proficiency bonus. Your uses of the Elemental Gate feature refresh when you complete long rest.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Archetype Feature (Level 6)

At 6th level, you gain a feature granted by your Ala Mhigan Monk Archetype.

Fists of Rhalgr (Level 6)

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion (Level 7)

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are 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.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Master of Movement (Level 9)

Starting at 9th level, when you make a Athletics (Strength) or Acrobatics (Dexterity) skill check, you may spend one chakra charge to gain advantage on the roll.

Aura Veil (Level 10)

Starting at 10th level, when you take damage, you may spend a number of Chakra and Element charges up to your proficiency bonus. You gain temporary hit points equal to your proficiency bonus for each charge spent. These hit points are gained prior to applying the damage.

Archetype Feature (Level 11)

At 11th level, you gain a feature granted by your Ala Mhigan Monk Archetype.

Perfect Balance (Level 11)

Beginning at 11th level, you've learned to open a third powerful chakra gate in your body. As a bonus action you gain a number of Perfect Balance chakra charges equal to your Wisdom modifier. These charges can be used for specific Monastic Artes and as a replacement for the cost of Chakra or Element charges.

These charges persist in your body until you complete a long rest. Use of the Perfect Balance feature refreshes when you complete a long rest.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Aura Speech (Level 13)

Starting at 13th level, you have learned to make an aetherial connect with the minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Iron Will (Level 14)

Starting at 14th level, your mastery of chakra grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 chakra charge to reroll it and take the second result.

Aura Sense (Level 15)

Starting at 15th level, you can feel the aura of those around you. You gain 10ft. of blindsight.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Archetype Feature (Level 17)

At 17th level, you gain a feature granted by your Ala Mhigan Monk Archetype.

Anatman (Level 18)

Starting at 18th level, your ability to channel chakra is unrivaled. When you use the Chakra Gate, Elemental Gate or Perfect Balance feature, you gain one additional charge.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Transcendence (Level 20)

Beginning at 20th level, you have mastered your ability to open your chakra gates. As a bonus action, you gain the benefit of your Chakra Gate, Elemental Gate and Perfect Balance features. You may use Transcendence once, use of this feature refreshing when you complete a long rest.

Multiclasse

Requisiti Multiclasse

{"dex":13}

Competenze Ottenute

Weapons simple , shortswords

Sottoclassi

Caratteristiche Sottoclasse

Riddle of Earth

Riddle of Earth (Level 3)

Monks who ruminate on the Riddle of Earth focus on the relationship between humanity and the natural world, and the unmoving truths of the world. Their fighting style also emulates the stoicism of the earth, the monk developing a solid defensive approach to combat.

Stone Skin

3nd-level Riddle of Earth feature

Beginning at 3rd level, while you have charges of Elemental chakra, when you are hit by an attack, you may expend one chakra to gain resistance to slashing, piercing and bludgeoning damage until the start of your next turn.

Lore of the Land (Level 6)

6th-level Riddle of Earth feature

At 6th level, your meditations have lead you to a deep understanding of the natural world. You gain proficiency in the Nature skill.

Earth's Reply (Level 11)

11th-level Riddle of Earth feature

Beginning at 11th level, when you take damage from a creature that you can see within 30ft. of you, as a reaction you may spend one elemental chakra to release chakra in a concussive burst at their location. The creature must make a Strength saving throw. It takes 2d10 magical bludgeoning damage on a failed save, or half as much damage on a successful one.

Heart of Solid Earth (Level 17)

17th-level Riddle of Earth feature

At 17th level, you've learned to create a perfect defensive technique with your chakra. As a bonus action, you may spend 1 perfect balance chakra and spend a number of hit points up to or equal to your monk level to create a protective layer of vitality that coats your body.

This protective layer has a number of hit points equal to the number spent and takes damage in place of you when you take damage. While you are protected by these hit points you have resistance to slashing, piercing and bludgeoning damage. This layer is protected by temporary hit points. This protective layer cannot receive healing and when it is reduced to 0 hit points it fades away, but any excess damage is not applied.

You may create this protective layer once. Use of this feature refreshes when you complete a long rest.

Riddle of Fire

Riddle of Fire (Level 3)

The Monks who focus their meditations of the Riddle of Fire are focused on the pursuit of passion and the power that comes from within themselves. These monks are the movers and shakers of their world, seeking challenges and adventures to sharpen their skills and ever seeking a new challenge.

Fists of Fire

3nd-level Riddle of Fire feature

Beginning at 3rd level, when you hit a creature with an unarmed weapon attack, you may expend one Chakra Charge or Elemental Charge to deal an additional damage die of fire damage to the target creature.

Inferno Strikes (Level 11)

11th-level Riddle of Fire feature

Beginning at 11th level, when you use Fists of Fire, you may spend an additional Elemental Charge to force all creatures within 10ft. of the target to make a Dexterity saving throw against your Monastic Artes DC, taking damage equal to the target of your unarmed strike on a failure and half as much on a success.

Heart of Raging Flames (Level 17)

17th-level Riddle of Fire feature

At 17th level, you've learned to ignite the chakra around your body. As a bonus action you cloak yourself in flames for one minute. When a hostile creature enters a space within 5ft. of you they take 5 fire damage. When you start your turn any hostile creature within 5ft. of you takes 5 fire damage.

While you are cloaked in flames, as an action you may expend a number of hit die up to or equal to your Wisdom ability modifier. Roll the expended die and recover hit points equal to the result.

You may enter this state once, use of this feature refreshes when you complete a long rest.

Riddle of Wind

Riddle of Wind (Level 3)

Those who ruminate on the Riddle of Wind are travelers and wanderers. They're always in motion and let their adventures guide them without a long term goal in mind. To these monk life is what happens to you as your make your way through your days, and its important to be adaptable and help out where you can.

Second Wind Infusion

3nd-level Riddle of Wind feature

Beginning at 3rd level, you learn to manipulate chakra to heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level times 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Second Wind Infusion, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Featherfoot (Level 6)

6th-level Riddle of Wind feature

At 6th level, your base movement speed is increased by 10 feet. Your jumping height and distance is increased by 10 feet as well.

Mantra (Level 11)

11th-level Riddle of Wind feature

Beginning at 11th level, as an action you have learned to heal multiple creatures around you at once. You may heal a number of creatures up to a number equal to your proficiency bonus within 10ft. of you using healing power from your Second Wind Infusion pool.

Heart of Soothing Winds (Level 17)

17th-level Riddle of Wind feature

At 17th level, you have mastered the art of manipulating chakra to emulate the element of wind. As a bonus action you enter an awakened state gaining a flying speed equal to your walking speed for one minute.

You can enter this state once, use of this feature refreshing when you complete a long rest.