Sneak Attack: 1d6 | Save DC: 16 | Martial Arts Die: d8
Monk
Flurry of Blows. You can spend 1 Discipline Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can spend 1 Discipline Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Uncanny Metabolism. Once per long rest when you roll initiative, regain all spent discipline points and heal (monk level + marital die).
Deflect Attack. Reaction to reduce melee or ranged attacks that deal bludgeoning, piercing, or slashing damage by 10 + monk level + dex mod. If reduced to 0 damage, you can spend a discipline point to redirect the attack to a creature within 5 ft of your (melee) or 60ft (range). Dex save or take two Martial Arts dice plus your Dexterity modifier.
Slow Fall. Use reaction to reduce fall damage by 5 x monk level.
Stunning Strike. On hit, spend 1 discipline point to stun the target until your next turn (con save). If they save, deal force damage equal to marital arts die + wis.
Empowered Strikes. Can make unarmed strikes Force damage.
Martial Arts. Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are the following:
- Simple Melee Weapons
- Martial Weapons that have the Light 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:
- Bonus Unarmed Strike. You can make one Unarmed Strike as a Bonus Action.
- Dexterous Attacks. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons. In addition, when you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength to determine the saving throw DC.
- Martial Arts Die. You can roll a d6 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 Monk table.
Unarmored Defense. While you aren’t wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Monk's Discipline. Gain discipline points equal to monk level
Extra Attack. Double the punching, double the fun.
Void Hand Assassin
Void Hand (1 DP). As a bonus action, you can spend 1 discipline point to summon inky tendrils. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, wispy tentacles surround your arms. They vanish early if you are incapacitated or die. While the tentacles are present, you gain the following benefits:
- Supernatural Strength. You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- Void Touch. You can use the tentacles to make unarmed strikes. When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal. The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Grim Visage (1 DP). You can summon the grim visage. As a bonus action, or as part of the bonus action you take to activate Void Hand, you can spend 1 discipline point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The grim visage covers your face like a helmet or mask. Your eyes glow red and your scales turn inky black.
While the horror visage is present, you gain the following benefits.
- Predator Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Cheerless Smile. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
- Words from the Void. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you
Rogue
Expertise. You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are iconic choices for a Rogue if you have proficiency in them.
Sneak Attack (1d6).
You know how to turn a subtle attack into a deadly one. Once per turn, you can deal extra damage to one creature you hit with an attackroll if you’re attacking with a Finesse or Ranged weapon and if at least one of the following requirements is met:
- Advantage. You have Advantage on the attack roll.
- Ally Adjacent to Target. At least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
To determine the extra damage, roll a number of d6s equal to half your Rogue level (round up), and add the dice together (the Rogue table shows the number of Sneak Attack dice you get at each Rogue level). The extra damage’s type is the same as the weapon’s Damage Type.
Thieves's Cant. You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the Standard Languages and Rare Languages tables.
Weapon Mastery (Daggers and Shortswords). Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords.
Dragonborn
Breath Attack. 15 ft. cone (13 Con. save) Can replace one part of an attack action with a breath. Deals 2d10 cold or half damage. (Proficiency times per long rest)
Enervating Breath. 15 ft. cone (13 Con. save) Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. (Once per long rest. Cooldown shared with Repulsion Breath).
Repulsion Breath. 15 ft. cone (13 Con. save) Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. (Once per long rest. Cooldown shared with Enervating Breath).
Background
Name. Void Hand Assassin
Skills. Insight, Athletics
Tool Prof. Poisoner's Kit, Disguise Kit
Ear to the Ground. You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Feats
Skill Expert. +1 Dex, Performance Ex. Performance
ASI. +2 Wisom