Uvo

Uvo

Physical Description

Apparel & Accessories

Art drawn by OmegaSlant#4531, Verum discord.

Personality Characteristics

Motivation

To become a legendary weapons-master of unparalleled skill. Uvo is a nomadic creature that forever seeks out stronger opponents. Their favoured weapon of choice is the Butcher's Axe.
Year of Birth
1181 24 Years old
Children
Eyes
Rounded, Amber Colored
Hair
Long, Sleek & White
Height
3'4"
Weight
40 lbs.

Uvo

? ? ? – Halfling (Stout) Race
Khao (Jungle) / Tracker Origin
Monk lvl. 10 (Kensei) Class & Level
True Neutral Alignment
Wondox Deity
Night Guard Faction
Sergeant Rank/Position
5 Loyalty
n/a Company

Strength 20
+5
Dexterity 21
+5
constitution 18
+4
intelligence 12
+1
wisdom 13
+1
charisma 11
+0
Total Hit Dice 10d8
Hit Die
1d8+4
+4 proficiency bonus
+9 Strength
+9 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+9 Acrobatics
+1 Animal Handling
+1 Arcana
+9 Athletics
+0 Deception
+1 History
+1 Insight
+0 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+5 Nature
+1 Perception
+0 Performance
+2 Persuasion
+1 Religion
+5 Sleight of Hands
+9 Stealth
+5 Survival
skills

 
54
MV
1
Prestige
2
Attunement Slots
21
Armor Class
98
Hit Points
+5
Initiative
45
Speed
WeaponAttackDamageType
Unarmed 1d20+9 1d6+5 Bludgeoning
Gnarled Axe 1d20+10 2d8+d4+6 Slashing + Force
Kusarigama 1d20+9 1d6+5 Slashing/Bludgeoning
Steton Greatbow 1d20+9 1d12+5 Piercing
Lightning Javelin 1d20+10 1d6+6 Piercing
Night Blade 1d20+10 1d8+6 1d10+6 Slashing
Katana 1d20+9 1d6+5 1d8+5 Piercing/Slashing
Attacks
LIST OF PROFICIENCIES & EXPERTISE
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Tool/Instrument Proficiencies
Herbalism Kit, Alchemist's Supplies, Calligrapher's Supplies

Armor Proficiencies
Crimson Mail

Weapon Proficiencies
Simple Weapons

Butcher's Axes, Greataxes, Greatswords, Halberds, Mauls, Shortswords, Night Blades

Kensei Weapon Proficiencies
Kusarigama
Steton Greatbow
Katana

General Skill Proficiencies
Acrobatics, Nature, Stealth, Survival

Skill/Tool/Instrument Expertise
Herbalism Kit

Lip Service: Wondox
Skill Proficiency – Athletics


LIST OF KNOWN LANGUAGES/DIALECTS
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Racial Languages
Common (Root Language, Leaf Dialect)
Halfling (Root Language)

Proficiences
CHARACTER AILMENTS

Spellcasting
CURRENCY & TOKENS
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Platinum: 1,727
Gold: 87
Crafting Tokens: 48

Food Tokens:
– none
Carousing Inspiration:
– none


EQUIPPED ITEMS & WEIGHT CAPACITY
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Hungry Ghost [4 lbs.]
A set of robes, weaved in the Crimson Citadel from elements of dominance, vitality, and rebirth. The pallid grey cloth between belies the desire for perfection, and the life it is all too willing to prey upon in search of it. Several streaks of dark red run in waves from the back center, like looking at the sun in the reflection of a river. Through an endless flow of energy, the hungry ghost attains true power.

– Type: Wondrous, Very Rare
– Attunement: Monk [Unattuned]
– Special: You gain a +2 bonus to your Wisdom score, to a maximum equal to your ability score cap.

Bend Theurgy. You can use your Deflect Missiles class feature against ranged spell attacks, except you add your Wisdom modifier instead of your Dexterity modifier. If you deflect a spell attack in this way, you cannot catch or hold the attack, nor spend ki to make a ranged attack with it.

Ki Funnel. As long as you have at least 1 ki, you replenish 1 expended ki point when you kill a living creature with at least 6 intelligence. This also causes you to hear the final thoughts of the victim in the moment before their death.

Partake Spirit. After you finish meditating to regain ki, you can choose to reserve any number of your available ki points until you meditate to regain ki again. Reserved ki points cannot be spent in any way, but they are not considered expended either. You gain a bonus on death saving throws equal to the number of your reserved ki. If you would die, your reserved ki is instead automatically spent to steal the life energy of those around you. All living creatures within 10 feet of you take necrotic damage equal to the number of ki you had reserved, which heals you for half of the total damage dealt. The ki spent this way are no longer considered reserved. You cannot benefit from this ability again until you finish a long rest.
[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]

Gnarled Axe [18 lbs.]
An immense and savage weapon that once belonged to an orcish monstrosity that dwelled in the Badlands. It was challenged, and slain by its next   It was remodelled to better fit its new wielder, who possessed incredible might, great calm, and a furious warrior that could wreak havoc upon their foes.

The weak will not suffer to live at the hands of this axe, should they oppose it. Those who do shall find its crushing weight against them.

Let it leave in its wake a path of bloodshed, only to perpetuate its thirst for more. The shrill sound of battle calls out to it, and it will answer.


– Type: +1 Butcher's Axe, Minor Very Rare
– Attunement: No
– Properties: Heavy, Cleaving, Two-Handed
– Damage: 2d8 slashing + 1d4 force
– Strength Requirements: You need at least a Strength score of 19 to wield this weapon.
– Special: Melee attacks with this weapon deal an additional 1d4 force damage.

Unending Might. After you land a cleaving hit with this weapon, or when you would score a critical hit, you can use a bonus action to immediately strike the earth with the blade of the axe at the end of your swing, causing the earth to rend and sunder. The target(s) you have hit must make a DC 14 Dexterity saving throw. On a failed save, the target(s) take(s) 2d4 bludgeoning damage, and are knocked prone, or pushed back 10 feet from you in a straight line (your choice). You can use this ability once per dawn. You cannot use this ability when you or the targets of your attack are standing on liquid, or terrain other than earth, rock, or metal.

Once per dawn, when you score a critical hit with this axe, you can roll an additional 2d8 when determining extra damage.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]

Heroes Band [1 lbs.]
– Type: Wondrous, Very Rare
– Attunement: Yes [Attuned]
– Special: You gain resistance to Necrotic damage. While attuned to this ring, you gain the following abilities and features:

Sacrifice. You can transfer your life force to another creature within 60ft as a reaction once per long rest. You suffer 5d8 + your Constitution modifier points of damage that cannot be resisted or negated in any way; your target heals for double this amount. Should you drop to 0 from this ability, you must immediately make a death saving throw, success means you fall to 0 normally, failure means you die.
[Base Material, Enhancement, Enchantment]

Hunter's Hide [0 lbs.]
A mantle of direwolf pelt, the head of the beast still attached to the rest and made to be comfortable for the wearer, with branches sticking out of the wolf's ears. The hide scintillates lightly when exposed to sunlight, as if covered with diamond dust. A faint glow follows it wherever it goes, as well as a slight distortion of the air, reminiscent of the feywild, with a tiny sprouting plant in between the wolf's ears.

– Type: Wondrous, Artifact, Major Very Rare
– Attunement: Powerful Attunement 2 [Unattuned]
– Special: Your Strength Score increases by 3, to a maximum equal to your ability score cap. Additionally, you gain the following abilities:

Nature’s Vigor. As an action you can allow nature to invigorate your very life force. For 1 minute, you gain 3 hit points at the start of each of your turns. This ability ends early if you are knocked unconscious. Once you use this ability you cannot do so again until you finish a short or long rest.

Part of the Pack. As an action, you can summon a canine companion to aid you in the hunt. You can summon a Winter Wolf in an unoccupied space within 5 feet of you. This wolf disappears after 1 minute, or when it is reduced to 0 hit points. This summon uses the Winter Wolf stat block from the Monster Manual. it obeys any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once you use this ability you cannot do so again until you finish a long rest.

Petrifying Howl. While under the effects of the Wild Hunt ability, you can use your action to let out a roaring howl, concentrated on a creature within 30 feet of you, attempting to turn their skin to petrified wood. If the target’s body is made of flesh, the creature must make a DC 16 Constitution saving throw. On a failed save, its flesh is turned to petrified wood and subjected to the petrified condition for 3 rounds. At the end of each of its turns, the target can make another Constitution saving throw. On a success, their flesh returns to normal and are no longer petrified. Once you use this ability you cannot do so again until you finish a long rest.

Wild Hunt. As a bonus action, you can put on the wolf’s head over your face, acting as a mask, and harnessing the primal power within. You gain the following benefits for 10 minutes:
• You gain advantage on Wisdom (Perception) checks.
• You gain Devil’s Sight with a range of 30 feet.
• Your walking speed increases by 20 feet.
• Your melee weapon attacks deal an extra 1d6 piercing damage on a hit.
• You gain a +2 bonus to your AC if you are not wearing heavy armour. This bonus is increased to +3 if you are not wearing any armour. This does not stack with the AC bonus of a shield.
You can use this ability twice, regaining all expended uses after completing a long rest.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x3, Special Crafter]

Claw’s Monktastic Ring [0 lbs.]
A lovely ring with a black and gold signet formed into an image of a sword in front of a moon, the symbol of the Night Guard. Infused with venom and holy power after having been melted down, the ring itself is made of a stardust alloy. Primordial script runs along the outside of the ring and an engraving rests on the underside depicting scales of judgement, a symbol of Iass, Lady Triumph.

– Type: Wondrous, Major Very Rare
– Attunement: Monk [Attuned]
– Special: Your Dexterity score is increased by 3, to a maximum equal to your ability score cap.

Holy Hands. While you are not holding any item or wearing any other magic item on your hands, your unarmed strikes deal an additional 1d6 radiant damage on a hit.

Overflowing Energy. When you expend a ki point, you can choose to heal yourself for 1 hit point from a maximum hit point pool of 10. This pool replenishes when you complete a long rest.

Flow Like Water. When you take the dodge action, you gain a +2 bonus to AC until the start of your next turn. You can do this three times, regaining spent uses when you complete a long rest.

Peace of Mind. As a bonus action, you can expend 3 ki points to cast Lesser Restoration on yourself. You can do this three times, regaining spent uses when you complete a long rest.

This Item is Awakened.
– Sentience: Gough, the Brand Maker
– Alignment: True Neutral
– Personality: Gough is a being who bears great jealousy of those around him, those that can experience life's blessings, and it weighs heavy on his mind. Therefore, he chooses to live vicariously through the attuned since it cannot live as its own entity that is capable of growing through hardship or struggling. It meets this indifference with creativity in its actions by becoming symbiotic with another being.

– Purpose: Gough has three purposes:
1. To push its attuned wearer to new heights and have them strive and struggle to grow.
2. To gain a body of its own one day, through almost any means.
3. To wipe out necromancers and their craft.

– Mental Ability Scores: Int 12, Wis 14, Cha 14
– Proficiency Bonus: +3
– Skill Proficiencies: Investigation, Perception, Survival

– Senses: Devil’s Sight 20 ft., Tremorsense 5 ft.
– Communication: Telepathy (Attuned Only, Whilst Wearing the Ring)
– Languages: Common (Grass), Dwarven (Peak), Wicked (Abyssal)

– Special: Gough has the following ability:

Gift of Hardship. The first time you take 30 or more damage from a single source, you immediately regain 4d8 + 8 hit points. Once this ability activates, it can’t activate again until you finish a long rest.
[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation, Special Crafter]

Fangs of Foruuz, Serpent of the Shifting Dark [4 lbs.]
The individual weapons are referred to as Left and Right Fangs.

– Type: +1 Hand Axes, Unknown Rarity
– Attunement: Twin Attunement [Unattuned]
– Pilgrimage: Should the attuned complete a journey to The Stone Serpent Sigil, these weapons shall grow in strength.
– Special: Whenever an enemy is dealt damage by one of these weapons, that enemy takes 1d6 poison damage.

Special Ability. Whenever one of the fangs is thrown, the wielder may spend a bonus action to teleport to an adjacent square of the target creature, this must be used on a creature to use the teleport effect. This ability has a cooldown of 3 rounds.
[Arcadum Item]

The Twin Bells of the Cloudsea Monastery (Star Marked Nunchaku) [3 lbs.]
These nunchaku are made from alabaster stone and seem to have clangors inside of them that give off a dull bell-like sound. They are shaped and designed to act like bells.

– Type: +2 Tonfa, Unknown Rarity
– Attunement: Yes [Unattuned]
– Pilgrimage: Should the attuned complete a journey to The Cloud Sea Monastery, these weapons shall grow in strength.
– Special: While attuned to these nunchaku, you gain the following abilities:

Nunchaku. This weapon acts as a finesse and twinned Tonfa, that acts as a monk weapon for the purpose of martial arts and stunning strike.
Thundering Burst. You deal an additional 1d6 points of thunder damage with these nunchaku, and whenever you would critically hit with them, you deal an additional 2d6 points of thunder damage, for a total of 1d6 base thunder damage + 3d6 critical thunder damage on a critical hit.
Stunning Critical. Whenever you would successfully critically hit an enemy, that enemy must make a Constitution saving throw (DC 8 + your Wisdom modifier + your Proficiency bonus) or be stunned for 1 round. A creature stunned by this ability cannot be stunned by it again for 24 hours.
[Arcadum Item]

Dragon's Sting [1 lbs.]
– Type: +1 Dagger, Minor Rare
– Attunement: Yes [Unattuned]
– Special: While attuned to this dagger, you gain the following abilities and features:

Fury of the Drake. This weapon deals an additional 1d4 points of fire damage. This damage is doubled against dragons.

Way of the Scarlet Sun. As a part of the attack action, you can spend a point of Ki to enhance the dagger to blaze with red fire. Until the start of your next turn, each attack made with this produce a burst of red fire that surges out striking all creatures in a 5ft radius blast. All creatures in the area of effect suffer the effects of Fury of the Drake.
[Base Material, Enchantment, Adornment]

Kusarigama [5 lbs.]
– Damage: Special
– Properties: Finesse, Twinned, Reach, Catching
– Special: A weapon consisting of a sickle (1d4 slashing) attached to a length of chain and a metal weight (1d6 bludgeoning) at the other end. You can attack with either end as normal. If you are grappling a creature with the metal weight, you can use your bonus action to pull them up to 5 feet closer and then make an attack against the target with the sickle if they are within 5 feet.

Steton Greatbow [6 lbs.]
– Damage: 1d12 piercing
– Properties: Ammunition (range 100/400 ft.), Heavy, Two-Handed
– Strength Requirements: You need at least a 17 Strength score to use effectively, or you have disadvantage on attack rolls with it.
– Special: You use your Strength modifier for attack and damage rolls. You can use javelins as ammunition.

Large Quiver [6 lbs.]
– Steton Arrows (x10) [3 lbs.]
Lightning Javelin [2 lbs.]

– Type: +1 Javelin, Rare
– Attunement: Yes [Unattuned]
– Properties: Thrown (30/120 ft.)
– Damage: 1d6 piercing + 1d6 lightning
– Special: This weapon deals an additional 1d6 lightning damage.

Lightning Surge. When you hurl this javelin and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. This can be used once per long rest.
[Base Material, Enchantment]

Katana [4 lbs.]
– Damage: 1d6 piercing or slashing
– Properties: Brutal, Finesse, Versatile (1d8)

Night Blade [3 lbs.]
This magical blade is standard issue amongst the elite Night Guard. It is created from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence.
– Type: +1 Longsword, Faction Item
– Damage: 1d8 slashing
– Properties: Versatile (1d10)
– Special: This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.

Belt of Courage [0 lbs.]
– Type: Wondrous, Unknown Rarity
– Attunement: No
– Special: Grants advantage on saving throws against fear effects.
[Arcadum Item]

Zarzoni's Favored Sands [0 lbs.]
A vial of vibrant rainbow sands. Over time the five colours will defiantly settle into neat rows if shaken or disturbed.

– Type: Wondrous, Major Rare
– Attunement: Yes Unattuned
– Special: You gain access to the following abilities:

Elementary Elemental Mastery. At the end of a long rest choose one element from Fire, Cold, Acid, Lightning, and Thunder: Until the end of your next long rest you have resistance to that damage type. When you take at least five points of damage of that same type you deal 1d4 damage of the element on your next weapon attack.

Rainbow Winds Lite. Once per long rest you spend an action to conjure a fifteen foot cone of rainbow sand, creatures hit by this sand must make a dexterity saving throw (DC equal to the casters spell-save or intelligence if they do not have one.) or take 1d6 of Fire, Cold, Acid, Lightning, and Thunder damage (5d6 overall).
[Base Material, Enhancement, Enchantment]

Bandolier (Masterwork) 1 [1 lbs.]
– Potion of Speed
– Potion of Superior Healing
– Potion of Superior Healing
– Potion of Superior Healing

Bandolier (Masterwork) 2 [1 lbs.]
– Potion of Invulnerability
– Potion of Superior Healing
– Potion of Superior Healing
– Potion of Superior Healing

Waist Pouch 1 [9 lbs.]
– Tinderbox [1 lbs.]
– Waterskin [5 lbs.]
– Rations (1 Day) [2 lbs.]

Waist Pouch 2 [1 lbs.]
– 6x Potion of Superior Healing
– 4x Potion of Supreme Healing
– 4x Potion of Heroism
– 3x Elixir of Health
– 1x Potion of Invulnerability

Artisan Tool Belt [19 lbs.]
– Herbalism Kit (Masterwork) [3 lbs.]
– Cook's Utensils [8 lbs.]
– Alchemist's Supplies [8 lbs.]

TOTAL CARRY WEIGHT; 200~/300 lbs.


CRAFTING ITEMS
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Crafting Materials
Inchoate Benison (Flawless)
Formless, incoherent, everchanging: An expression of Gazenaroc given a tangible, approachable, and somewhat comprehensible physical mold.
– Price: 17 Tokens
– Slots: Base Material, Enchantment
– Item Types: All
– Ability Alignments: Wisdom, Charisma
– Effects: Transmutation, Evil, Shapechanger, Corruption, Blood
– Mutators: Consecrated: Gazenaroc
– Status: On Person

Dropped Screw (Superior) 3x
– Price: 7 Tokens
– Slots: Base Material, Enhancement, Enchantment
– Item Types: Weapons, Armour, Shields
– Ability Alignments: Dexterity, Constitution
– Effects: Shadow, Shapeless, Hidden, Avoidance
– Status: On Person

Black Hood Signet (Superior) 2x
Sigil of a possibly fictitious thief, and cleric of Sekelcuse known as The Black Hood.
– Price: 9 Tokens
– Slots: Adornment, Enchantment, Enhancement
– Item Types: Weapons, Shields, Wondrous
– Ability Alignments: Dexterity, Wisdom
– Effects: Speed, Sight, Understanding, Trickery, Wealth
– Status: On Person

Bone Fist Charm (Superior)
– Price: 8 Tokens
– Slots: Enhancement (Weps/Armour Only), Enchantment
– Item Types: Weapons (Melee Only), Armour, Wondrous
– Ability Alignments: Constitution, Wisdom
– Effects: Primal, Tenacity, Deathless, War, Pain Cruelty
– Status: On Person

Druid-Carved Edge (Superior)
– Price: 7 Tokens
– Slots: Base Material, Enchantment
– Item Types: Weapons, Wondrous
– Ability Alignments: Dexterity, Wisdom
– Effects: Balance, Druidism, Exploration, Forge, Wood
– Status: On Person

Special Crafters
Raging Roger the Revengous (Flawless) [1 Use]

– Alignment: Chaotic, Evil
– Race: Sprite, Male
– Class: Devotion Paladin
– Worships: Kaheeli

– Item Types: Wondrous, Shields
– Ability Alignments: Strength, Dexterity, Intelligence
– Effects: Thunder, Hate, Rage, Madness, Fear, Reflex

– Faction Forge: Yes
– Sp. Attunement: Yes
– +Bonus: Yes
– Masterwork: Yes

Jane Janet (Superior) [2 Uses]
Some of the maids who serve under the lords and nobles of Daborak have formed a sort of union. There are many things they overhear, many secrets they must keep, and within those secrets they hold more power than many might think. Jane Janet is one such member of this union of maids. To both say thank you and to show her regretful sorrows for allowing things to become this bad before you were sent in, Jane offers her aid in your future projects when and where you require her. She is most proficient in creating items that are used or worn by a house worker, though she is willing to branch out if required.

– Alignment: Lawful Neutral
– Race: Human, Female
– Class: Mastermind Rogue
– Worships: Tilt

– Item Types: Weapons (Light Blades, Flails and Axes Only), Wondrous
– Ability Alignments: Constitution, Wisdom
– Effects: Loyalty, Purity, Culture, Secrecy, Guile, Fortitude

– Faction Forge: Yes
– Sp. Attunement: Yes
– +Bonus: No
– Masterwork: No

Equipment
Night Guard
Faction
The Mad Man
Stat Array
RACIAL FEATURES & TRAITS
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? ? ? – Halfling (Stout)
+2 Dexterity, +1 Constitution
Size – Small
Base Speed – 25 ft.
Languages – Common, Halfling

Lucky (Racial Feature)
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave (Racial Trait)
You have advantage on saving throws against being frightened.

Halfling Nimbleness (Racial Trait)
You can move through the space of any creature that is of a size larger than yours.

Stout Resilience (Racial Trait)
You have advantage on saving throws against poison, and you have resistance against poison damage.


ORIGIN FEATURES & TRAITS
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Khao (Jungle)
+1 Wisdom
Skill Proficiency – Nature

Sub-Origin (Tracker)
Skill Proficiency – Survival
You have resistance to falling damage and suffer no damage from falls of 30ft or less.


FACTION FEATURES & TRAITS
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Night Guard
Attribute Cap Increase – +2 Strength, +2 Dexterity; This boosts the maximum of the ability, but not the score itself.

Proficiencies – Proficiency with Night Blades and Crimson Mail.

Warding Brand – Branded on their right hand with a powerful warding hex. This acts as protection against the darkness, but also as a sign of all they accomplished.

Nightshade – This strange substance is applied as an enhancing drug that pushes the Night Guard to the limit and is ingested when a new recruit has proven themselves trustworthy. At 1 Loyalty a Night Guard member ingests this strange concoction and is granted a +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.

Lunar Geld –
"My rage will spread, first from my people and then to you."
The Night Guard is infused with the power of lycanthropy

– +2 Strength, +2 Constitution
– Scent 100ft
– You gain a natural armor of 16. If you are wearing Crimson Mail your AC instead increases by 2.

– You cannot choose to nonlethal opponents.
– You gain -1 MV from each mission you complete.

Vampiric Charm – Members of the Night Guard receive +2 to any Persuasion check they make.

Faction Loyalty (*5) – +25gp per Downtime Day spent on Day Job, +5 Maximum HP

(Retired) The Last Grove
Attribute Cap Increase – +2 Wisdom; This boosts the maximum of the ability, but not the score itself.

Tool Proficiency – Herbalism Kit


MONK FEATURES & TRAITS (lvl. 1-4)
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Chosen Archetype; Way of the Kensei
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Path of the Kensei
– Kensei Weapons.
Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a kensei weapon for you, following the criteria above.
– Agile Parry.
If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
– Kensei's Shot.
You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
– Way of the Brush.
You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

Chosen Proficiencies
Armor – none
Weapons – Simple Weapons, Shortswords
Tool Proficiency – Alchemist's Supplies
Skill Proficiencies – Acrobatics, Stealth
Saving Throws – Strength, Dexterity

Unarmored Defense (Class Feature)
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts (Class Feature)
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

– You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
– You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels.
– When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

Ki (Class Feature)
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

– Flurry of Blows; Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
– Patient Defense; You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
– Step of the Wind; You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement (Class Feature)
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.


MONK FEATURES & TRAITS (lvl. 5-8)
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Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

One with the Blade
At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
– Magic Kensei Weapons.
Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
– Deft Strike.
When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.


MONK FEATURES & TRAITS (lvl. 9+)
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Unarmored Movement Improvement
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.


FEATS & ABILITY SCORE IMPROVEMENT
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Improbable Strength
– Prerequisite: Small Sized Race
– You're unnaturally strong for your size. You gain the following benefits:

Increase your Strength by 1, to a maximum of 20. You gain advantage on ability checks to escape from a grapple or the restrained condition. You are considered one size larger for the purposes of grappling, shoving, carry weight, and wielding weapons. If you already have this benefit from a different source or if you are under the "enlarge" effect of the enlarge/reduce spell, you deal an extra 1d4 damage once per turn when you hit with a heavy and/or two-handed weapon.

Weapon Master
– You have practiced extensively with a variety of weapons, gaining the following benefits:

Increase your Strength by 1, to a maximum of 20. You gain proficiency with four simple or martial weapons of your choice. Each one must be a simple or a martial weapon (Greatswords, Greataxes, Halberds, Mauls). You gain proficiency with one exotic weapon of your choice (Butcher's Axe). Choose one type of weapon you gained proficiency with from this feat. Add your proficiency bonus to your AC against attacks made by that type of weapon (Axes).


TITLES & OTHER
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Gained from Academies
– Herbalism Kit Expertise

Class/Racial Features & Traits

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