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0% found this document useful (0 votes)
582 views6 pages

Dampd Player Handbook 5e PDF Free 12

Uploaded by

olarissa1201
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

A d d it io n a l Fig h t in g St y l e

At 10th level, you can c h o o s e a se co n d option from the


Fighting Style class feature.

Su p e r io r C r it ic a l
Starting at 15th level, your w eap on attacks sc o r e a
critical hit on a roll o f 1 8 -2 0 .

Su r v iv o r
At 18th level, you attain the pinnacle o f resilien ce in
battle. At the start o f each o f your turns, you regain hit
points equal to 5 + your Constitution m odifier if you
have n o m ore than h alf o f your hit points left. You don ’t
gain this benefit if you have 0 hit points.

Ba t t l e M a s t e r
T h ose w h o emulate the archetypal Battle M aster
em ploy m artial tech niques p a ssed dow n through
generations. To a Battle Master, com bat is an acad em ic
field, som etim es including su bjects beyon d battle such
as w eapon sm ith in g and calligraphy. Not every fighter
ab sorbs the lesson s o f history, theory, and artistry
that are reflected in the Battle M aster archetype, but
th ose w h o do are w ell-rounded fighters o f great skill
and know ledge.

C o m b a t Su p e r io r it y
W h en you c h o o s e this archetype at 3rd level, you
learn m aneuvers that are fueled by sp ecial dice called
superiority dice.
Maneuvers. You learn three m aneuvers o f your
ch oice, w hich are detailed under “M aneuvers” below.
M any m aneuvers en h a n ce an attack in so m e way. You
can u se only on e m aneuver per attack.
You learn tw o additional m aneuvers o f your ch oice
at 7th, 10th, and 15th level. E ach tim e you learn new
m aneuvers, you can also replace on e m aneuver you
kn ow with a different one.
Superiority Dice. You have four superiority dice,
w hich are d8s. A superiority die is expen ded w hen you
u se it. You regain all o f your expen ded superiority dice
w hen you finish a short or long rest.
You gain another superiority die at 7th level and one
m ore at 15th level.
Saving Throws. S o m e o f your m aneuvers require
your target to m ake a saving throw to resist the
m aneuver’s effects. T h e saving th row D C is calculated
as follow s:

Maneuver save D C = 8 + your proficiency bonus +


your Strength or Dexterity modifier (your choice)

St u d e n t o f Wa r
At 3rd level, you gain proficiency w ith on e type of
artisan’s tools o f your choice.

K n o w Y o u r En e m y
Starting at 7th level, if you spend at least 1 m inute
observ in g or interacting w ith another creature outside
com bat, you can learn certain inform ation about its
capabilities com p a red to your ow n. The DM tells you if
the creature is your equal, superior, or inferior in regard
to tw o o f the follow in g characteristics o f your choice:
• Strength sco re Maneuvering Attack. W h en you hit a creature with
• D exterity score a w ea p on attack, you can expend one superiority
• Constitution score die to m aneuver on e o f your com ra d es into a m ore
• A rm or C lass advantageous position. You add the superiority die to the
• Current hit points attack’s dam age roll, and you c h o o s e a friendly creature
• Total class levels (if any) w ho can see or hear you. That creature can use its
• Fighter class levels (if any) reaction to m ove up to h alf its sp eed w ithout provoking
opportunity attacks from the target o f your attack.
Im pr o v e d C o m b a t Su p e r io r it y Menacing Attack. W h en you hit a creature w ith a
At 10th level, your superiority dice turn into d 10s. At w eapon attack, you can expend on e superiority die to
18th level, they turn into d l2 s . attempt to frighten the target. You add the superiority
die to the attack’s dam age roll, and the target must
R e l e n t l e ss m ake a W isd om saving throw. On a failed save, it is
Starting at 15th level, w hen you roll initiative and frightened o f you until the en d o f your next turn.
have no superiority d ice rem aining, you regain 1 Parry. W h en another creature dam ages you w ith a
superiority die. m elee attack, you can u se your reaction and expend one
superiority die to reduce the dam age by the num ber you
M a n e u v e r s roll on your superiority die + your D exterity m odifier.
T h e m aneuvers are presen ted in alphabetical order. Precision Attack. W h en you m ake a w eapon attack
Commander’s Strike. W h en you take the Attack roll against a creature, you can expend one superiority
action on you r turn, you can forgo on e o f your attacks die to add it to the roll. You can u se this m aneuver
and u se a bon u s action to direct on e o f your com pa n ion s before or after m akin g the attack roll, but before any
to strike. W h en you do so, c h o o s e a friendly creature effects o f the attack are applied.
w h o can s e e or hear you and expend one superiority die. Pushing Attack. W h en you hit a creatu re with
That creature can im m ediately u se its reaction to m ake a w ea p on attack, you ca n expend on e su periority
on e w ea p on attack, adding the superiority die to the die to attem pt to drive the target back. You add the
attack’s dam age roll. su periority die to the attack's dam age roll, and if the
Disarming Attack. W h en you hit a creature w ith a target is Large or sm aller, it m ust m ake a Strength
w eap on attack, you can expend on e superiority die to saving throw. On a failed save, you push the target up
attempt to disarm the target, forcin g it to drop one item to 15 feet away from you.
o f your ch oice that it’s holding. You add the superiority Rally. On your turn, you ca n use a bon u s action and
die to the attack’s dam age roll, and the target m ust expend on e superiority die to bolster the resolve o f on e
m ake a Strength saving throw. O n a failed save, it drops o f your com pa n ion s. W h en you do so, c h o o s e a friendly
the object you c h oose. The object lands at its feet. creature w h o ca n see or hear you. That creature gains
Distracting Strike. W h en you hit a creature w ith a tem porary hit points equal to the superiority die roll +
w eap on attack, you can expend on e superiority die to your C harism a modifier.
distract the creature, giving your allies an opening. You Riposte. W h en a creature m isses you with a m elee
add the superiority die to the attack’s dam age roll. The attack, you can use your reaction and expend one
next attack roll against the target by an attacker other superiority die to m ake a m elee w eap on attack against
than you has advantage if the attack is m ade before the the creature. If you hit, you add the superiority die to the
start o f y ou r next turn. attack's dam age roll.
Evasive Footwork. W h en you m ove, you ca n expend Sweeping Attack. W h en you hit a creature with a
on e superiority die, rolling the die and adding the m elee w eap on attack, you can expend one superiority
num ber rolled to your AC until you stop moving. die to attempt to dam age another creature w ith the
Feinting Attack. You can expend one superiority die sam e attack. C h oose another creature w ithin 5 feet
and use a bon u s action on your turn to feint, ch oosin g o f the original target and w ithin your reach. If the
one creature w ithin 5 feet o f you as your target. You original attack roll w ou ld hit the se co n d creature, it
have advantage on your next attack roll against that takes dam age equal to the num ber you roll on your
creature. If that attack hits, add the superiority die to the superiority die. The dam age is o f the sam e type dealt by
attack’s dam age roll. the original attack.
Goading Attack. W h en you hit a creature w ith a Trip Attack. W h en you hit a creature w ith a w eapon
w eap on attack, you can expend on e superiority die to attack, you can expend on e superiority die to attempt
attempt to goad the target into attacking you. You add to k n ock the target dow n. You add the superiority die
the superiority die to the attack’s dam age roll, and to the attack’s dam age roll, and if the target is Large or
the target must m ake a W isd om saving throw. On a sm aller, it m ust m ake a Strength saving throw. On a
failed save, the target has disadvantage on all attack failed save, you k n ock the target prone.
rolls against targets other than you until the end o f
your next turn. El d r it c h K n ig h t
Lunging Attack. W h en you m ake a m elee w eapon
The archetypal Eldritch K night com b in es the martial
attack on your turn, you can expend one superiority die
m astery co m m o n to all fighters w ith a carefu l study o f
to in crease your reach for that attack by 5 feet. If you hit,
m agic. Eldritch K nights u se m agical tech niques sim ilar
you add the superiority die to the attack’s dam age roll.
to th ose practiced by w izards. They focu s their study
on tw o o f the eight sch o o ls o f m agic: abjuration and El d r it c h K n ig h t S p e l l c a s t in g
evocation. Abjuration sp ells grant an Eldritch Knight — Spell Slots per Spell Level—
additional protection in battle, and evocation sp ells deal Fighter Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
dam age to m any foes at on ce, extending the fighter’s
reach in com bat. T h ese knights learn a com paratively 3rd 2 3 2 — — —
sm all num ber o f spells, com m ittin g them to m em ory 4th 2 4 3 — — —
instead o f keepin g them in a sp ellbook . 5th 2 4 3 — — —
6th 2 4 3 — — —
Sp e l l c a s t in g
4 2 — —
7th 2 5
W h en you reach 3rd level, you augm ent your martial
8th 2 6 4 2 — —
p row ess w ith the ability to cast spells. S e e chapter 10
9th 2 6 4 2 — —
for the general rules o f sp ellcastin g and chapter 11 for
10th 3 7 4 3 — —
the w izard spell list.
Cantrips. You learn tw o cantrips o f your ch oice from 11th 3 8 4 3 — —

the w izard spell list. You learn an additional w izard 12th 3 8 4 3 — —


cantrip o f your ch oice at 10th level. 13th 3 9 4 3 2 —
Spell Slots. The Eldritch K night S p ellcastin g table 14th 3 10 4 3 2 —
sh ow s h ow m any spell slots you have to cast your 15th 3 10 4 3 2 —
sp ells o f 1st level and higher. To cast on e o f these 16th 3 11 4 3 3 —
spells, you m ust expend a slot o f the spell’s level or 17th 3 11 4 3 3 —

higher. You regain all expen ded spell slots w hen you 18th 3 11 4 3 3 —
finish a lon g rest. 19th 3 12 4 3 3 1
F or exam ple, if you kn ow the 1st-level spell shield and
20th 3 13 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you
ca n cast shield using either slot.
during a short rest. T h e w ea p on must b e w ithin your
Spells Known o f 1st-Level and Higher. You kn ow
reach throughout the ritual, at the con clu sion o f w hich
three 1st-level w izard spells o f your choice, tw o o f w hich
you touch the w eap on and forge the bond.
you m ust c h o o s e from the abjuration and evocation
O nce you have b on d ed a w ea p on to yourself, you
sp ells on the w izard spell list.
ca n ’t be disarm ed o f that w ea p on u nless you are
T h e S p ells K n ow n colum n o f the Eldritch K night
incapacitated. If it is on the sam e plane o f existence,
S p ellcastin g table sh ow s w hen you learn m ore w izard
you can su m m on that w eap on as a bon u s action on your
sp ells o f 1st level or higher. Each o f th ese sp ells m ust be
turn, cau sin g it to teleport instantly to your hand.
an abjuration or evocation spell o f your ch oice, and must
You can have up to tw o b on d ed w eapon s, but can
b e o f a level for w h ich you have spell slots. For instance,
su m m on only one at a tim e w ith your bon u s action.
w hen you reach 7th level in this class, you can learn one
If you attempt to bon d w ith a third w eapon , you must
n ew spell o f 1st or 2nd level.
break the b on d w ith on e o f the other two.
T h e sp ells you learn at 8th, 14th, and 20th level can
c om e from any sch o o l o f m agic. Wa r M a g ic
W h enever you gain a level in this class, you can B egin ning at 7th level, w hen you use your action to
replace on e o f the w izard spells you kn ow w ith another cast a cantrip, you can m ake on e w ea p on attack as a
spell o f your ch oice from the w izard spell list. The bon u s action.
n ew spell m ust be o f a level for w h ich you have spell
slots, and it m ust be an abjuration or evocation spell, El d r it c h St r ik e
u n less you ’re replacin g the spell you gained at 8th, 14th, At 10th level, you learn h ow to m ake your w eap on
or 20th level. strikes undercut a creatu re’s resistan ce to your spells.
Spellcasting Ability. Intelligence is your spellcastin g W h en you hit a creature w ith a w ea p on attack, that
ability for your w izard spells, sin ce you learn your creature has disadvantage on the next saving th row
sp ells through study and m em orization. You u se your it m ak es against a spell you cast before the end o f
Intelligence w hen ever a spell refers to your spellcastin g your next turn.
ability. In addition, you use your Intelligence m odifier
w hen setting the saving th row D C for a w izard spell you A r c a n e C h a r g e
cast and w hen m akin g an attack roll w ith one. At 15th level, you gain the ability to teleport up to 30
feet to an u n occu p ied sp ace you can see w hen you use
Spell save DC = 8 + your proficiency bonus +
your A ction Surge. You can teleport before or after the
your Intelligence modifier
additional action.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier Im pr o v e d Wa r M a g ic
Starting at 18th level, w h en you u se your action to
cast a spell, you can m ake on e w eap on attack as a
W e a po n Bo n d
bonus action.
At 3rd level, you learn a ritual that creates a m agical
bon d b etw een you rself and on e w eapon . You perform
the ritual over the co u rse o f 1 hour, w hich can be done
Mo nk
H er fists a blur as they deflect an in com in g hail o f arrow s,
a half-elf sprin gs over a barricade and th row s h erself
into the m a ssed ranks o f h obg oblin s on the other side.
S h e w hirls a m on g them, k n ock in g their b low s aside and
sen din g them reeling, until at last she stands alone.
Taking a deep breath, a hum an covered in tattoos
settles into a battle stance. A s the first chargin g orc s
reach him , he exhales and a blast o f fire roars from his
m outh, engulfing his foes.
M oving with the silen ce o f the night, a black-clad
halfling steps into a sh ad ow beneath an arch and
em erges from another inky sh ad ow on a ba lcon y a
ston e’s throw away. S h e slides her blade free o f its cloth-
w ra pped scabbard and p eers through the op en w in d ow
at the tyrant prince, so vulnerable in the grip o f sleep.
W hatever their discipline, m on k s are united in their
ability to m agically h arn ess the en ergy that flow s in
their bod ies. W hether chann eled as a striking display
o f com bat p row ess or a subtler focu s o f defensive ability
and speed, this en ergy in fu ses all that a m on k does.

T h e M a g ic o f K i
M onks m ake careful study o f a m agical en ergy that m ost
m on astic traditions call k i. Th is en ergy is an elem ent
o f the m agic that su ffu ses the m ultiverse—specifically,
the elem ent that flow s through living bod ies. M onk s
h arn ess this pow er w ithin th em selves to create m agical
effects and ex ceed their b od ies' physical capabilities,
and som e o f their sp ecia l attacks can hinder the flow o f
ki in their oppon en ts. U sing this energy, m on k s channel
uncanny sp eed and strength into their unarm ed strikes.
A s they gain experience, their m artial training and their
m astery o f ki gives them m ore p ow er over their b od ies
and the b od ies o f their foes.

T r a in in g a n d A sc e t ic ism
S m all w alled cloisters dot the la n d sca p es o f the w orlds
o f D & D , tiny refuges from the flow o f ordinary life,
w h ere tim e seem s to stand still. The m on k s w h o live
there seek p erson al perfection through contem plation
and rigorou s training. M any entered the m onastery
as children, sent to live there w hen their parents died,
w hen food cou ld n ’t be found to support them, or in
return for som e kin dn ess that the m on ks had perform ed
for their fam ilies.
S o m e m on k s live entirely apart from the su rrou nding
population, seclu ded from anything that m ight im pede
their spiritual progress. O thers are sw orn to isolation,
T h e M o n k

Proficiency Martial Ki Unarmored


Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness o f Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity o f Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue o f the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

em erging only to serve as spies or a ssa ssin s at the A s a result o f the structured life o f a m on astic
com m a n d o f their leader, a noble patron, or som e other com m u n ity and the discipline requ ired to h arn ess ki,
m ortal or divine power. m on k s are alm ost always lawful in alignm ent.
T h e m ajority o f m on k s don ’t shun their n eighbors,
m akin g frequent visits to nearby tow n s or villages and Q u ic k Bu il d

exch an ging their serv ice for food and other g ood s. A s You can m ake a m on k quickly by follow in g these
versatile w arriors, m on ks often end up protecting their su ggestion s. First, m ake D exterity your highest
n eigh bors from m on sters or tyrants. ability score, follow ed by W isd om . S econ d , c h o o s e the
F or a m onk, b e co m in g an adventurer m eans leaving herm it background.
a structured, com m u n al lifestyle to b e c o m e a w anderer.
T h is can be a harsh transition, and m on k s don ’t C l a s s Fe a t u r e s
undertake it lightly. T h o se w h o leave their cloisters take
A s a m onk, you gain the follow in g class features.
their w ork seriously, approach in g their adventures as
person al tests o f their physical and spiritual grow th. H it Po in t s
A s a rule, m on k s care little for m aterial w ealth and are Hit Dice: 1d8 per m on k level
driven by a desire to accom p lish a greater m ission than Hit Points at 1st Level: 8 + your Constitution m odifier
m erely slaying m on sters and plundering their treasure. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per m on k level after 1st
C REATING A M O N K
A s you m ake your m onk character, think about your Pr o f ic ie n c ie s

con n ection to the m onastery w here you learn ed your A rm or: N one
skills and spent your form ative years. W ere you an W eapons: S im ple w eapon s, sh ortsw ords
orphan or a child left on the m on astery’s th resh old? D id Tools: C h oose on e type o f artisan’s tools or one
your parents prom ise you to the m on astery in gratitude m u sical instrum ent
for a serv ice p erform ed by the m on k s? Did you enter Saving Throws: Strength, Dexterity
this seclu d ed life to hide from a crim e you com m itted? Skills: C h oose tw o from A crobatics, Athletics, History,
Or did you c h o o s e the m on astic life for y ou rself? Insight, R eligion, and Stealth
C on sider w hy you left. Did the head o f your m onastery
c h o o s e you for a particularly im portant m ission beyond Eq u ip m e n t
the cloister? Perhaps you w ere cast out b eca u se o f You start w ith the follow in g equipm ent, in addition to
so m e violation o f the com m u n ity ’s rules. Did you dread the equipm ent granted by your background:
leaving, or w ere you happy to go? Is there som eth in g
• (a) a sh ortsw ord or (b) any sim ple w eapon
you h op e to accom p lish outside the m onastery? A re you
• (a) a d u n geon eer’s pack or (b) an exp lorer’s pack
eager to return to your h om e?
• 10 darts
U n a r m o r e d D ef e n se Fl u r r y o f Bl o w s

Im m ediately after you take the Attack action on your


B egin n in g at 1st level, w hile you are w earin g no arm or
turn, you can spend 1 ki point to m ake tw o unarm ed
and not w ielding a shield, your AC equals 10 + your
strikes as a bon u s action.
D exterity m odifier + your W isd om modifier.

Pa t ie n t D e f e n se
M a r t ia l A r t s
You can spend 1 ki point to take the D od g e action as a
At 1st level, your practice o f m artial arts gives you bon u s action on your turn.
m astery o f com bat styles that u se unarm ed strikes and
m on k w eapon s, w hich are sh ortsw ords and any sim ple St e p o f t h e W in d

m elee w ea p on s that d on ’t have the tw o-h an ded or You can spend 1 ki point to take the D isen gage or Dash
heavy property. action as a bon u s action on your turn, and your ju m p
You gain the follow in g benefits w hile you are unarm ed distance is doubled for the turn.
or w ielding only m on k w ea p on s and you aren’t w earin g
arm or or w ielding a shield: U n a r m o r e d M o v e m e n t
• You can u se Dexterity instead o f Strength for the Starting at 2nd level, your sp eed in crea ses by 10 feet
attack and dam age rolls o f your unarm ed strikes and w hile you are not w earin g arm or or w ielding a shield.
m on k w eapon s. T h is bon u s in creases w hen you reach certain m on k
• You can roll a d4 in place o f the norm al dam age levels, as sh ow n in the M onk table.
o f your unarm ed strike or m on k w eapon . T h is die At 9th level, you gain the ability to m ove along vertical
ch a n g es as you gain m on k levels, as sh ow n in the su rfaces and a cross liquids on your turn without falling
M artial A rts colum n o f the M onk table. during the m ove.
• W h en you use the A ttack action with an unarm ed
strike or a m on k w ea p on on your turn, you can m ake M o n a s t ic T r a d it io n
one unarm ed strike as a bon u s action. F or exam ple, if W h en you reach 3rd level, you com m it y ou rself to a
you take the A ttack action and attack with a quarter- m on astic tradition: the W ay o f the O pen H and, the Way
staff, you can also m ake an unarm ed strike as a bonus o f Shadow , or the W ay o f the Four Elem ents, all detailed
action, assu m in g you haven't already taken a bonus at the end o f the cla ss description. Your tradition
action this turn. grants you features at 3rd level and again at 6th, 11th,
Certain m on asteries u se sp ecia lized form s o f the and 17th level.
m on k w eapon s. For exam ple, you might u se a club
that is tw o lengths o f w o o d con n ected by a sh ort chain D e f l e c t M is s il e s
(called a nunchaku) or a sickle with a shorter, straighter Starting at 3rd level, you can use your reaction to
blade (called a kama). W hatever nam e you use for a deflect or catch the m issile w hen you are hit by a ranged
m on k w eapon , you can u se the gam e statistics provided w eap on attack. W h en you do so, the dam age you take
for the w eapon in chapter 5. from the attack is redu ced by 1d 10 + your Dexterity
m odifier + your m on k level.
Ki If you reduce the dam age to 0, you can catch the
Starting at 2nd level, your training allow s you to m issile if it is sm all en ough for you to hold in one hand
h arness the m ystic en ergy o f ki. Your a c c e s s to this and you have at least on e hand free. If you catch a
energy is represented by a num ber o f ki points. Your m issile in this way, you can spend 1 ki point to m ake a
m on k level determ ines the num ber o f points you have, ranged attack with the w eapon or p iece o f am m unition
as sh ow n in the Ki P oints colu m n o f the M onk table. you ju st caught, as part o f the sam e reaction. You m ake
You can sp end these points to fuel various ki features. this attack w ith proficiency, regardless o f your w eapon
You start kn ow in g three such features: Flurry o f B low s, proficiencies, and the m issile coun ts as a m on k w eapon
Patient D efense, and Step o f the W ind. You learn m ore for the attack.
ki features as you gain levels in this class.
W h en you spend a ki point, it is unavailable until A b i l i t y S c o r e Im p r o v e m e n t
you finish a short or lon g rest, at the end o f w hich you W h en you reach 4th level, and again at 8th, 12th, 16th,
draw all o f your expen ded ki ba ck into yourself. You and 19th level, you can in crease on e ability s c o r e o f your
must spend at least 30 m inutes o f the rest m editating to ch oice by 2, or you can in crease tw o ability s c o r e s o f
regain your ki points. your ch oice by 1. A s norm al, you ca n ’t in crease an ability
S o m e o f your ki features require your target to m ake sco re above 20 using this feature.
a saving th row to resist the feature’s effects. The saving
th row D C is calculated as follow s: Sl o w Fa l l
Ki save D C = 8 + your proficiency bonus + B egin n in g at 4th level, you can u se your reaction w hen
your Wisdom modifier you fall to reduce any falling dam age you take by an
am ount equal to five tim es your m on k level.

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