Eclipse

Short Rest    Long Rest
Tibbit
  • bookmark_add Ability Score Increase: Your Dexterity Score increases by 2, and your Charisma score increases by 1.
  • bookmark_add Size: Small
  • bookmark_add Speed: 25 feet
  • bookmark_add Darkvision: 60 feet
  • bookmark_add Language: You can speak, read, and write Common and Feline.
  • bookmark_add Free Spirit: You can move through the space of any creature that is of a size larger than yours.
  • bookmark_add Scavenger: Starvation is no stranger; you require food half as often as a normal character.
  • bookmark_add Feline Transformation: Once per long rest, you can use your action to magically assume the shape of a house cat. You can remain in this form indefinitely, and only revert to your natural form when you are rendered unconscious. You can revert to your normal form earlier by using a bonus action on your turn.
  • bookmark_add Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  • bookmark_add Keen Senses: You gain proficiency in Perception.
Monk
  • bookmark_add 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.
  • bookmark_add 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.
  • bookmark_add 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
    • bookmark_addFlurry 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.
    • bookmark_addPatient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
    • bookmark_addStep 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.
  • bookmark_add 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.
  • bookmark_add 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.
  • bookmark_add 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.
  • bookmark_add 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
  • bookmark_add Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • bookmark_add 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.
  • bookmark_add Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
  • bookmark_add 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.
  • bookmark_add 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.
  • bookmark_add 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.
  • bookmark_add 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.
Way Of The Open Hand
  • bookmark_add Open Hand Technique: Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
    • bookmark_addIt must succeed on a Dexterity saving throw or be knocked prone.
    • bookmark_addIt must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
    • bookmark_addIt can't take reactions until the end of your next turn.
Gladiator
  • bookmark_add Skill Proficiencies: Acrobatics, Performance
  • bookmark_add Tool Proficiencies: Disguise kit, one type of musical instrument
  • bookmark_add Equipment: An inexpensive but unusual weapon, such as a trident or net (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp.
  • bookmark_add By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
  • bookmark_add Specialty: A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an gladiator.
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