Martial Arts Adept

Medium Humanoid (Any Race) , Any Alignment
• Armor Class: 16
• Hit Points: 60 (11d8+11)
• Speed: 40 ft.

11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)

• Skills: Acrobatics +5, Insight +5, Stealth +5
• Languages: any one language (usually Common)
• Challenge: 3 (700 XP)
• Environments: Urban

• Unarmored Defense: While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.


• Multiattack: The adept makes three unarmed strikes or three dart attacks.

• Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: * The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). * The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. * The target must succeed on a DC 13 Constitution saving throw or be stunned until the end ot'the adept's next turn.

• Dart: Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage. **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.