Martial Arts Adept

Medium humanoid, Any alignment

Armor Class16 (Unarmored Defense)
Hit Points60 (11d8 + 11)
Speed40 ft.
STRDEXCONINTWISCHA
11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)
Saving Throws—
SkillsAcrobatics +5, Insight +5, Stealth +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 13
Languagesany one language (usually Common)
Challenge3

Traits

Unarmored Defense.

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

Actions

Multiattack.

The adept makes three Unarmed Strike attacks or five Dart attacks.

Unarmed Strike.

Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Once per turn, the adept can cause one of the following additional effects (choose one or roll a d4):

  • 1–2: Knock Down. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.

  • 3–4: Push. The target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet directly away from the adept.

Dart.

Ranged Attack Roll: +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.