
Hopper
Hopper
Action
Weapon Attackd20+5
- Quarterstaff (10 ft.) 1d8+3
- Unarmed Strike 1d4+3
- Dart (20/60 ft.) 1d4+3
Bonus Action
Martial Arts
free unarmed strike if you attacked before
Flurry of Blows | 1 Ki
after attack action, two unarmed strikes as bonus action
Patient Defense | 1 Ki
Dodge (attacks against you have disadvantage)
Serpent Spring | 1 Ki
Disengage or Dash, jump distance is tippled for the turn (long: 36 ft./ 7 squares, high: 15 ft. /3 squares), advantage on next melee attack
Rabbit Hop
/LR
jump 10 ft. (2 squares) without provoking oppertunity attacks
Reaction
Opportunity Attack
See Weapon Attack
Lucky Footwork
add a d4 to a failed DEX saving throw
Deflect Missilesd20 + 5
deflect ranged weapon attack, reduce damage by 1d10 + 6. If damaged reducedto 0, you catched the missile. If catched see below
- Throw back (20/60 ft.) | 1 Ki 1d4 + 3
Movement
Walking 50 ft.
(10 squares)
Long Jump
10ft.(2 squares) run-up, 24ft. (4 squares) jump
High Jump
10ft.(2 squares) run-up, 8ft. (1 squares) jump
Features
Ki points
/LR
Some of your actions or bonus actions require Ki points. Check the checkboxes when you use any of them.
Mobile
no opportunity attacks from target when meleed before. Ignore difficult terrain when dashing.
HP
/24
Temporary hit points
Hit dice
d8/LR
AC
15
Contamination
0
Initiative
+5