Class Summary (Cassie)

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point to make two unarmed strikes as a

Cassie: Class bonus action.

Features
Patient Defense
You can spend 1 ki point to take the
Dodge action as a bonus action on your
turn.
LEVEL ONE Step of the Wind
Unarmored Defense You can spend 1 ki point to take the
Disengage or Dash action as a bonus
Beginning at 1st level, while you are wearing no armor action on your turn, and your jump
and not wielding a shield, your AC equals 10 + your distance is doubled for the turn.
Dexterity modifier + your Wisdom modifier.
When you spend a ki point, it is unavailable until you
Martial Arts finish a short or long rest, at the end of which you draw
all of your expended ki back into yourself. You must
At 1st level, your practice of martial arts gives you
spend at least 30 minutes of the rest meditating to
master of combat styles that use unarmed strikes and
regain your ki points.
monk weapons, which are short swords and any simple
melee weapons that don't have the two-handed or
Some of your ki features require your target to make a
heavy property.
saving throw to resist the feature's effects. The saving
throw DC is calculated as follows:
You gain the following benefits while you are unarmed
or wielding only monk weapons and you aren't wearing
armor or wielding a shield: Ki save DC = 8 + your proficiency
bonus + your Wisdom modifier
• You can use Dexterity instead of
Strength for the attack and damage
rolls of your unarmed strikes and monk Unarmored Movement
weapons. Starting at 2nd level, your speed increases by 10 feet
• You can roll a d4 in place of the while you are not wearing armor or wielding a shield.
normal damage of your unarmed strike This bonus increases when you reach certain monk
or monk weapon. This die changes as levels, as shown in the Monk table.
you gain monk levels, as shown in the
Martial Arts column of the Monk table.
• When you use the Attack action with LEVEL THREE
an unarmed strike or a monk weapon
on your turn, you can make one Shadow Arts
unarmed strike as a bonus action. For Starting when you choose this tradition at 3rd level,
example, if you take the Attack action you can use your ki to duplicate the effects of certain
and attack with a quarterstaff, you can spells. As an action, you can spend 2 ki points to cast
also make an unarmed strike as a Darkness, Darkvision, Pass without Trace, or Silence,
bonus action, assuming you haven't without providing material components. Additionally,
already taken a bonus action this turn. you gain the Minor Illusion cantrip if you don't already
know it.

LEVEL TWO Deflect Missiles


Starting at 3rd level, you can use your reaction to
Ki deflect or catch the missile when you are hit by a
Starting at 2nd level, your training allows you to ranged weapon attack. When you do so, the damage
harness the mystic energy of ki. Your access to this you take from the attack is reduced by 1d10 + your
energy is represented by a number of ki points. Your Dexterity modifier + your monk level.
monk level determines the number of points you have,
as shown in the Ki Points column of the Monk table. If you reduce the damage to 0, you can catch the
missile if it is small enough for you to hold in one hand
You can spend these points to fuel various ki features. and you have at least one hand free. If you catch a
You start knowing three such features: Flurry of Blows, missile in this way, you can spend 1 ki point to make a
Patient Defense, and Step of the Wind. You learn more ranged attack with a range of 20/60 using the weapon
ki features as you gain levels in this class. 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.
Flurry of Blows
Immediately after you take the Attack
action on your turn, you can spend 1 ki
LEVEL FOUR Stillness of Mind
Starting at 7th level, you can use your action to end
Ability Score Improvement one effect on yourself that is causing you to be
You can increase one ability score of your choice by 2, charmed or frightened.
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. LEVEL EIGHT
Alternatively, you may also take a Feat. Ability Score Improvement
You can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by
Slow Fall 1. As normal, you can't increase an ability score above
Beginning at 4th level, you can use your reaction when 20 using this feature.
you fall to reduce any falling damage you take by an
amount equal to five times your monk level. Alternatively, you may also take a Feat.

LEVEL FIVE LEVEL NINE


Extra Attack Unarmored Movement
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your improvement
turn. You gain the ability to move along vertical surfaces and
across liquids on your turn without falling during the
move.
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
LEVEL TEN
ki point to attempt a stunning strike. The target must
succeed on a Constitution saving throw or be stunned
Purity of Body
At 10th level, your mastery of the ki flowing through
until the end of your next turn.
you makes you immune to disease and poison.

LEVEL SIX LEVEL ELEVEN


Ki-Empowered Strikes Cloak of Shadows
Starting at 6th level, your unarmed strikes count as
By 11th level, you have learned to become one with
magical for the purpose of overcoming resistance and
the shadows. When you are in an area of dim light or
immunity to nonmagical attacks and damage.
darkness, you can use your action to become invisible.
You remain invisible until you make an attack, cast a
Shadow Step spell, or are in an area of bright light.
At 6th level, you gain the ability to step from one

LEVEL TWELVE
shadow into another. When you are in dim light or
darkness, as a bonus action you can teleport up to 60
feet to an unoccupied space you can see that is also in
dim light or darkness. You then have advantage on the Ability Score Improvement
first melee attack you make before the end of the turn. You can 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
LEVEL SEVEN 20 using this feature.

Evasion Alternatively, you may also take a Feat.


At 7th level, your instinctive agility lets you dodge out

LEVEL THIRTEEN
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 Tongue of the Sun and Moon
instead take no damage if you succeed on the saving Starting at 13th level, you learn to touch the ki of other
throw, and only half damage if you fail. minds so that you understand all spoken languages.
Moreover, any creature that can understand a
language can understand what you say.
LEVEL FOURTEEN LEVEL TWENTY
Diamond Soul Perfect Self
Beginning at 14th level, your mastery of ki grants you At 20th level, when you roll for initiative and have no ki
proficiency in all saving throws. points remaining, you regain 4 ki points.

Additionally, whenever you make a saving throw and


fail, you can spend 1 ki point to reroll it and take the
second result.

LEVEL FIFTEEN
Timeless Body
At 15th level, your ki sustains you so that you suffer
none of the frailty of old age, and you can't be aged
magically. You can still die of old age, however. In
addition, you no longer need food or water.

LEVEL SIXTEEN
Ability Score Improvement
You can 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.

Alternatively, you may also take a Feat.

LEVEL SEVENTEEN
Opportunist
At 17th level, you can exploit a creature's momentary
distraction when it is hit by an attack. Whenever a
creature within 5 feet of you is hit by an attack made
by a creature other than you, you can use your
reaction to make a melee attack against that creature.

LEVEL EIGHTEEN
Empty Body
Beginning at 18th level, you can use your action to
spend 4 ki points to become invisible for 1 minute.
During that time, you also have resistance to all
damage but force damage.

Additionally, you can spend 8 ki points to cast the


Astral Projection spell, without needing material
components. When you do so, you can't take any other
creatures with you.

LEVEL NINETEEN
Ability Score Improvement
You can 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.

Alternatively, you may also take a Feat.

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