Ebony Maw

## Alien Abilities

* Telekinesis: The mutant is able to cast Disarm, Mage Hand, Shield, and

Telekinesis at will. At level 5, they gain the ability to fly at 30 feet
 per turn.

* Predict Weaknesses: The mutant may cast True Strike at will.
* Heightened Perception: The mutant may cast Sense Emotions at will.
* Superhuman Reflexes: The mutant is able to catch bullets midair with ease and dodge most

melee attacks, equal to 1d20 + Dexterity Modifier + Mutant level +
Proficiency. Gives a passive Dexterity of 22.

## Abilities

### Fighting Style

At first level, choose one of the following options.

* **Tunnel Fighter:** You excel at defending narrow passages, doorways, and other tight spaces. As a bonus

action, you can enter a defensive stance that lasts until the start of
your next turn. While in your defensive stance, you can make opportunity
 attacks without using your reaction, and you can use your reaction to
make a melee attack against a creature that moves more than 5 feet while
 within your reach.

### 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.