Malekith

## Alien Powers

**Minor Healing Factor**: The mutant is able to heal minor wounds, equal to 2d6 + Health modifier.
 This healing occurs every 2 rounds at the beginning of the round.

**Heightened Durability**: Increases Vitality by +2

**Optimal Reflexes**: The mutant is able to use a reaction to deflect or catch missiles. The
damage is reduced by 1d10+ Dexterity Modifier + Mutant level. They are
able to use a reaction to dodge a melee attack for 1d10 + Dexterity
Modifier every 3 turns. Gives a passive Dexterity of 20.

**Optimal Speed**: May make a total of 3 attacks per action. The mutant is capable of running 90 feet per turn.

**Optimal Strength**: The mutant's unarmed strikes deal 2d6 + Health modifier in damage. The
mutant is able to pick up 600 pounds with ease. The mutant may throw
this weight as an action (120/150).

## Abilities

### Fighting Style

At first level, choose one of the following options.

* **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

### Second Wind

At first level, on your turn, you can use a bonus action to regain
hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it
again.

### Action Surge

Starting at second level, on your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you
can use it again. Starting at 17th level, you can use it twice before a
rest, but only once on the same turn.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.

### Know Your Enemy

Starting at 7th level, if you spend 1 minute observing or interacting
 with another creature outside of combat, you can learn certain
information about its capabilities compared to your own. The DM tells
you if the creature is your equal, superior, or inferior in regard to
two of the following characteristics of your choice:

* Health score
* Dexterity score
* Armor Class
* Current hit points
* Vitality
* Total class levels (if any)
* Fighter class levels (if any)

### Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail.
If you do so, you must use the new roll, and you can't use this feature
again until you finish a long rest. You can use this feature twice
between long rests starting at 13th level and three times between long
rests starting at 17th level.

## Monk

### Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Willpower modifier.

### Flurry of Blows

Immediately after you take the Attack action on your turn, you can choose to make two unarmed strikes as a bonus action. You may do this three times per day.

### Open Hand Technique

At 3rd level, whenever you hit a creature with one of the attacks
granted by your Flurry of Blows, you can impose one of the following
effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Health saving throw. If it fails, you can push it up to 15 feet away from you.
* It can't take reactions until the end of your next turn.

### Wholeness of Body

At 6th level, as an action, you can regain hit points equal to three
times your fighter level. You must finish a long rest before you can use
this feature again.

### Tranquility

Beginning at 11th level, at the end of a long rest, you gain the effect of a Sanctuary
 spell that lasts until the start of your next long rest (the spell can
end early as normal). The saving throw DC for the spell equals 8 + your
Wisdom modifier + your proficiency bonus.

### Quivering Palm

At 17th level, when you hit a creature with an unarmed strike, you
can choose to start these imperceptible vibrations, which
last for a number of days equal to your monk level. The vibrations are
harmless unless you use your action to end them. To do so, you and the
target must be on the same plane of existence. When you use this action,
 the creature must make a Health saving throw. If it fails, it is
reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature
at a time. You can choose to end the vibrations harmlessly without using
 an action.

## Equipment

* Dagger
* Mask
* Robes