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Adventuring for Fun and Profit: Nib
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==Combat== ===Basic Attacks=== *Attack Rolls: 1d20+7 *Unarmed Strike:1d6+4 *Darts: 1d6+4 20/60 x2 ===Abilities=== *”Distraction! Kekeke!”: Use an action to give allies Advantage against enemies within 10ft of you that can see you until end of next turn. Recharges during short rest. *Pack Tactics: Advanatge on an attack roll against enemies that are within 5ft of an ally. *Ki: Restored after 30 mins of meditation. *Unarmored Defense: AC = DEX+WIS *Martial Arts: Use DEX instead of STR for attack and damage rolls. Use bonus action after an Unarmed Strike to make another Unarmed Strike. *Flurry of Blows: Spend 1 Ki after an attack to make 2 Unarmed Strikes as a bonus action. If attack is successful can chose one of the following effects: Target must make a DEX save or be knocked prone. Target must make a STR save or be pushed 15ft. Target can’t make reactions until end of your next turn. *Patient Defense: Spend 1 Ki to Dodge as a bonus action. *Step of the Wind: Spend 1 Ki to Dash or Disengage as a bonus action and double jump distance. *Deflect Missiles: Use reaction to reduce missile damage by 1d10+10. If damage is reduced to 0 you can spend 1 Ki to throw missile back with 20/60 range and proficiency. Missile counts as a Monk weapon. *Slow Fall: Use reaction to reduce fall damage by 30. *Stunning Blow: Spend 1 Ki after a successful melee attack to Stun. Enemy must make a CON save or be stunned until end of your next turn. *Ki-Empowered Strikes: Unarmed Strikes count as magic damage. *Wholeness of Body: As an action regain 21 HP once per long rest. *Evasion: Take no damage instead of half damage when successfully defending against an AoE attack. *Stillness of Mind: Use an action to end a Charmed of Fear effect on yourself.
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