The Fight Before You
Enemy Composition
Encounter Phase
Pressure
Action
While FLOWING FIST
- Flurry of Blows: 1 ki for two extra strikes.
- Ki refills each short rest — spend it wisely.
- On hit: force prone, push 15 ft, or no reaction.
- Melee hit: spend 1 ki, DC 15 CON or stunned.
Turn Checklistbefore you end your turn
The Ledger
Ki Points
9
0 round(s)
Resets: Action, Bonus, Reaction
The Ledger
Ki Points
9
Wholeness of Body
1
States
Ki Bonus ActionNone bound
Bind Ki Bonus Action
Ki Bonus ActionNone bound
Conversion
Spend 1 Ki — Flurry of Blows
Spend 1 Ki Points → restore ? .
Conversion
Spend 1 Ki — Patient Defense (Dodge)
Spend 1 Ki Points → restore ? .
Conversion
Spend 1 Ki — Step of the Wind
Spend 1 Ki Points → restore ? .
Conversion
Spend 1 Ki — Stunning Strike
Spend 1 Ki Points → restore ? .
Conversion
Spend 1 Ki — Deflect Missiles Throwback
Spend 1 Ki Points → restore ? .
Unarmed Strike
1d6+3
Flurry of Blows
1d6+3 + 1d6+3
Patient Defense (1 ki) — Dodge this round
Step of the Wind (1 ki) — Disengage or Dash, double jump
Wholeness of Body — regain 27 HP (1/long rest)
Deflect Missiles — reduce a ranged hit by 1d10+11
Slow Fall — reduce falling damage by 45
Stillness of Mind — end charmed or frightened on yourself
Notes
Reference
- Unarmored Defense: AC = 10 + Dex mod + Wis mod while unarmored and shieldless (already the printed 15).
- Evasion: Dex-save area effects: no damage on success, half on a failed save.
- Extra Attack: The Attack action lets you strike twice; Unarmed Strike already assumes this.
- Darkvision 60 ft.: See in dim/no light within 60 ft. as if dim/bright light.
- Stillness of Mind (passive note): Also usable outside emergencies to shrug off a charm/fear the instant it lands.
Advice Reference
- Wholeness of Body now — that's 27 HP back. — Below a third HP is exactly when this once-a-day heal earns its keep.
- Flurry, then Stun — shut that target down cold. — Two extra strikes plus a DC 15 CON stun — that locks down their whole turn.
- Open with Stunning Strike — lock the threat down early. — Locking a dangerous enemy out of its turn early swings the whole fight your way.
- Swing twice with Unarmed Strike — Extra Attack, no ki. — Two solid hits at +7, no resource spent — your reliable default turn.
- Flip into Flowing Fist — Flurry now, Stun on the hit. — Committing now means every strike this turn builds toward a lockdown.
- Step of the Wind — Disengage, Dash, and double your jump. — 1 ki clears you from melee or covers ground fast when you need distance.
- Deflect Missiles — knock that arrow's damage to nothing. — It's free, cuts a ranged hit by 1d10+11, and can be thrown back for 1 ki.
- Slow Fall — shave 45 off any drop before landing. — Free reaction, no ki — just soften the landing so you keep fighting.
- Ki running low — save the last points for Stunning Strike. — Only a couple charges left — spend them on the biggest threat, not filler.
- Out of ki — take the free bonus unarmed strike instead. — No ki doesn't mean no bonus action — Martial Arts still gives one free strike.
Unknowns — confirm at the table
- Character Facts' unknowns note the spellcasting fields are blank because Flemin is a non-caster; castingSources is intentionally empty, consistent with that.
- Character Facts' unknowns note Stunning Strike and Open Hand Technique draw from the shared Ki Points pool with no separate resource number printed; modeled here as conditionalRider entries gated on the ki pool rather than as separate pools, per that same note.
- Dart and Shortsword attack options (both printed on the sheet) were omitted from actions[] to stay within the 8-slot cap after protecting Flurry of Blows, Stunning Strike (rider), Unarmed Strike, and all ki-fueled/reaction/emergency options; Unarmed Strike (1d6+3, identical numbers) covers the melee-attack slot.
- Wholeness of Body heals a flat 27 HP per the sheet's key features text, not a dice roll — modeled as a plain action with no dice field rather than inventing a fake dice expression.
- Deflect Missiles' ki-fueled throwback attack (+6 to hit, 1d6+2, range 20/60) is modeled as a conditionalRider with its numbers in effectText prose, since it is a conditional, ki-gated, separate roll rather than additive dice on the base Deflect Missiles action (which deals no damage of its own).
- The 'Flowing Fist' signature state is a player-declared intent toggle with no sheet-printed activation cost of its own; its real ki costs live on the underlying Flurry of Blows / Stunning Strike conditionalRiders and poolConversions, not on the toggle itself.
- Player's preferred ki-spending playstyle (aggressive vs conservative) is not specified in the Experience Brief; advice rules recommend the signature Flurry+Stun combo on a priority target but do not assume a fixed spending doctrine beyond that.