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Martial Arts Adept in Dungeons & Dragons 5e

Martial Arts Adept CR: 3(700xp)

Medium humanoid, any
Armor Class: 16
Hit Points: 60hp (11d8+11) 11d8+11
Speed: 40 ft

STR

11 +0

DEX

17 +3

CON

13 +1

INT

11 +0

WIS

16 +3

CHA

10 +0

Skills: Acrobatics +5, Insight +5, Stealth +5
Senses: Passive perception 13
Languages: Common
Challenge Rating: 3(700xp)

  • Unarmored Defense: AC=10+Wis+Dex

Actions

Multiattack: 3 unarmed strikes or 3 dart attacks

  • Unarmed Strike: +5 to hit, 7(1d8+3) bludgeoning damage. On a hit, activate one of these 3 effects:
  1. DC 13 Str save or drop one item you are holding
  2. DC 13 Dex save or fall prone
  3. DC 13 Con save or become stunned until the start of the martial artists next turn.
  • Darts: +5 to hit, 20/60ft range, 5(1d4+3) piercing
 

Reactions

Deflect Missile: In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.

A martial artist well on the path of self improvement and specialization.

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