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Strike

Monk 1 Class & Level
Sailor Background
Kenku Race
Alignment

Strength 12
+1
Dexterity 17
+3
constitution 9
-1
intelligence 11
+0
wisdom 16
+3
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8-1
+2 proficiency bonus
+3 Strength
+5 Dexterity
-1 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+0 Arcana
+3 Athletics
+3 Deception
+0 History
+5 Insight
+1 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+5 Perception
+1 Performance
+1 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+3 Survival
skills Acrobatics +5 | Athletics +3 | Deception +3 | Insight +5 | Perception +5 |Stealth +5 proficiencies

 
16
Armor Class
5
Hit Points
+3
Initiative
30ft.
Speed
Light Crossbow 1d20+5 1d8+3
Unarmed Strike 1d20+5 1d4+3
Attacks
Navigator's tools
Boats

Proficiences
crossbow, light

dungeoneers pack
Equipment

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

Dungeoneer's Pack

Adventuring Gear Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12 GP Weight: 61 1/2 lbs


 

The statblocks of your class features

Monk: Way of the Kensei


Hit Points

Hit Dice: d8 per Monk: Way of the Kensei level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument.
Saving Throws: Str, Dex
Skills: Choose two: Acrobatics, Athletics, History, Insight, Religion, and Stealth

Overview & Creation

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling until at last, she stands alone.   Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.   Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.   Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channelled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.


Class Features

Unarmoured Defence

Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

Martial Arts

At 1st level, 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 armour 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, as shown in the Martial Arts column of the Monk table.
  • 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.
 

Ki

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 Defence, 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 Defence

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.  

Unarmoured Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armour 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.  

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.  

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 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, which has a normal range of 20 feet and a long range of 60 feet.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.  

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.  

Unarmoured Movement

At 6th level, your Unarmoured Speed speed bonus increases to 15 feet while you are not wearing armour or wielding a shield.  

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.  

Unarmoured Movement Improvement

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

Purity of Body

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

Unarmoured Movement

At 10th level, your Unarmoured Speed speed bonus increases to 20 feet while you are not wearing armour or wielding a shield.  

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.  

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.  

Unarmoured Movement

At 14th level, your Unarmoured Speed speed bonus increases to 25 feet while you are not wearing armour or wielding a shield.  

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.  

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.   Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.  

Unarmoured Movement

At 18th level, your Unarmoured Speed speed bonus increases to 30 feet while you are not wearing armour or wielding a shield.  

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.


Starting Equipment

• Choose: a shortsword; or a simple weapon   • Choose: a dungeoneer's pack; or an explorer's pack   • 10 darts


Subclass Options

Way of the Kensei Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.   A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.    

Path 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:   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.  

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.  

Kensei Weapon

When you reach 6th 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.  

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.  

Kensei Weapon

When you reach 11th 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.  

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.  

Kensei Weapon

When you reach 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.
 


LvlProficiency BonusFeaturesMartial ArtsUnarmoured Movement
1st+2Unarmoured Defence, Martial Arts1d4
2nd+2Ki, Unarmoured Movement1d4+10 ft.
3rd+2Monastic Tradition, Deflect Missiles1d4+10 ft.
4th+2Ability Score Improvement, Slow Fall1d4+10 ft.
5th+3Extra Attack, Stunning Strike1d6+15 ft.
6th+3Ki Strikes, Monastic Tradition feature1d6+15 ft.
7th+3Evasion, Stillness of Mind1d6+15 ft.
8th+3Ability Score Improvement1d6+15 ft.
9th+4Unarmoured Movement improvement1d6+15 ft.
10th+4Purity of Body1d6+20 ft.
11th+4Monastic Tradition feature1d8+20 ft.
12th+4Ability Score Improvement1d8+20 ft.
13th+5Tongue of the Sun and Moon1d8+20 ft.
14th+5Diamond Soul1d8+25 ft.
15th+5Timeless Body1d8+25 ft.
16th+5Ability Score Improvement1d8+25 ft.
17th+6Monastic Tradition feature1d10+25 ft.
18th+6Empty Body1d10+30 ft.
19th+6Ability Score Improvement1d10+30 ft.
20th+6Perfect Self1d10+30 ft.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Kenku

Ability Score Increase Your Dexterity score increases by 2, and your Wisdom increases by 1.
Size Medium
Speed 30ft

Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.   Kenku Training: You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.   Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Insight check opposed by your Deception check.

Languages. You can read and write Common and Auran, but you can only speak using your Mimicry trait.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

appeldroes.

Statblock Type

Character Sheet (Legacy)

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