{"name":"Nargato UwUzamaki","class":"Monk","level":"10","background":"Sage","race":"Tabaxi","alignment":"Chaotic Good","proficiency_bonus":"4","strength":"13","dexterity":"19","constitution":"14","intelligence":"8","wisdom":"17","charisma":"12","str_save":"5","dex_save":"8","con_save":"2","int_save":"-2","wis_save":"3","cha_save":"1","hit_die":"8","total_hit_dice":"10","acrobatics":"4","animal_handling":"3","arcana":"3","athletics":"1","deception":"2","history":"3","insight":"3","intimidation":"2","investigation":"-1","medicine":"3","nature":"-1","perception":"7","performance":"2","persuasion":"2","religion":"3","sleight_of_hands":"4","stealth":"8","survival":"3","proficiencies":"Tools: any one type of artisan's tools or any one musical Instrument of your choice\r\nSaving Throws: Strength, Dexterity\r\nSkills: Choose two from Acrobatics,   Religion \r\nCommon, Draconic, Drarven,\r\nInfernal","armor_class":"17","hit_points":"57","initiative":"4","speed":"50","proficiences_and_languages":"Armor: none\r\nWeapons: Simple Weapons, shortswords","attacks":"","spellcasting":"","equipment":"Shortsword+2 1d6+2\r\n","personality_trait":"Headstrong but loving and compassionate ","ideal":"wants to become the leader of his home village","bond":"will protect his friends at all costs","flaw":"is actually a simp","features_and_traits":"","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"","class_features":"Unarmored Defense\r\nBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.\r\n\r\nMartial Arts\r\nYour practice of martial arts gives you mastery 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.\r\n\r\nYou gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.\r\n\r\n\u2022 You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.\r\n\r\n\u2022 You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon.\r\n\r\n\u2022 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. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.\r\n\r\nCertain monasteries use specialized forms of the monk Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game Statistics provided for the weapon.\r\n\r\nKi\r\nStarting 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. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.\r\n\r\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\r\n\r\nWhen 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.\r\n\r\nSome of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:\r\n\r\nKi save DC = 8 + your Proficiency Bonus + your Wisdom modifier\r\n\r\nFlurry of Blows\r\nImmediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.\r\n\r\nPatient Defense\r\nYou can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.\r\n\r\nStep of the Wind\r\nYou 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.\r\n\r\nUnarmored Movement\r\nStarting 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, as shown in the Monk table.\r\n\r\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.\r\n\r\nMonastic Tradition\r\nWhen you reach 3rd Level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd Level and again at 6th, 11th, and 17th level.\r\n\r\nDeflect Missiles\r\nStarting 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 1d 10 + your Dexterity modifier + your monk level.\r\n\r\nIf 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 (range 20 feet\/60 feet) with 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.\r\n\r\nAbility Score Improvement\r\nWhen you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nSlow Fall\r\nBeginning 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.\r\n\r\nExtra Attack\r\nBeginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.\r\n\r\nStunning Strike\r\nStarting 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.\r\n\r\nKi-Empowered Strikes\r\nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.\r\n\r\nStillness of Mind\r\nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.\r\n\r\nEvasion\r\nAt 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.\r\n\r\nPurity of Body\r\nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.\r\n\r\nMonks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.\r\n\r\nShadow Arts\r\nStarting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.\r\n\r\nShadow Step\r\nAt 6th level, you gain the ability to step from one 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 first melee attack you make before the end of the turn.\r\n","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"436466","world":""}