Lilium
Short Rest    Long Rest
Kender
- Ability Score Increase: Your Dexterity Score increases by 2, and your Charisma score increases by 1.
- Size: Small
- Speed: 25 feet
- Curiosity: Once per day, you may search through your belongings to find any single item worth 2 GP or less and weighing 2 lbs or less, which you reasonably could have picked up in your travels.
- Taunt: As an Action, you can force a target who can hear you and understand your language to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target gains disadvantage on the next attack roll and must target you. A creature who fails their save gains advantage on subsequent saves against this ability.
- Brave: Kender are immune to the frightened condition. They can however fear for the safety of their friends.
- Innocence: A kender’s natural innocence make them terrible liars, so they make Deception checks at a disadvantage.
- Language: You can speak, read, and write Common and Halfling.
- Unarmored Defense: 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.
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Martial Arts:
At 1st level, your practice of martial arts gives you master 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.
• 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.
• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels. -
Ki:
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier- Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Unarmored Movement: Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels.
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Deflect Missiles:
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the 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. - Ability Score Improvement: When you reach 4th level you can gain a feat, 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.
- 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
- Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Ki-Empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Evasion: 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.
- Stillness of Mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
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Dedicated Weapon (optional):
You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
* The weapon must be a simple or martial weapon.
* You must be proficient with it.
* It must lack the heavy and special properties. - Ki-Fueled Attack (optional): If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
- Quickened Healing (optional): As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
- Focused Aim (optional): When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
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Implements of Mercy:
You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table. -
Hand of Healing:
Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing. - Hand of Harm: You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
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Physician’s Touch:
You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
- Skill Proficiencies: Arcana, History
- Languages: Two of your choice
- Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
- Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
- Suggested Characteristics: Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly - sometimes in its own right, sometimes as a means toward other ideals.