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The Sheltered Hand:Katrin
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==Traits and Features== '''Var human''' *+1 in 2 Attributes *Extra Skill (Perception) *Extra Feat (Sentinel) '''Monk''' *''Saving Throws'' - Str and Dex *Skills: Acrobatics and Insight *Tool proficiency: Leatherworker's Tools *''Unarmored Defense'': While not wearing armor, add Wis to DC *''Martial Arts'': When unarmed or using Monk weapons (shortswords or any simple weapon that is not 2-handed or Heavy) and unarmored: **Use Dexterity instead of Strength for the attack and damage rolls of unarmed strikes and monk weapons. **Roll a d4 in place of the normal damage of unarmed strike or monk weapon if higher. Increases with monk levels. **After using Attack action with an unarmed strike or a monk weapon on turn, can make one unarmed strike as a bonus action. *''Unarmored Speed'': Speed increases by 10 feet while not wearing armor or wielding a shield. Increases with monk levels. *''Ki Powers'': **(Monk Level) Ki points, restored at short or long rest **Save DC = 8 + Proficiency + Wis **Flurry of Blows, Patient defense, Step of the wind *''Monastic Tradition'': '''Way of the Astral Self''' **Ki Power: Arms of the Astral Self *''Deflect Missiles'': Use reaction to deflect or catch the missile when you are hit by a ranged weapon attack. Damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. *''Slow Fall'': Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. '''Druid''' *''Druid Spellcasting'' *''Ritual Spellcasting'' - Don't expend spellslots when casting prepared ritual spells when you take extra time to cast *Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Stay in wildshape for 1/2 druid level (1) hours. **No creature with flying or swimming speed **Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. ** When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. **You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. **You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. **You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. *'''Circle of the Moon''' - Combat Wild Shape **May enter Wild Shape as bonus action **Choose animal up to CR 1 (still no flying or swimming) **Can spend spell slot to heal 1d8 per spell level as bonus action
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