outsider start-kept +10 movement
artaka tribe-+2 to Con, Str, or Wisdom./con
stat array-17,14,15,14,14,18
owl faunus- +2 wis,+1 dex, fly speed=movement, 60ft darkvision, advantage on Wisdom (Perception) checks that rely on hearing or sight. +5 to passive perception in those scenarios.
Kings blessing 11/22/20: Tough; Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Sky kingdom Vita reward: Mage Slayer.
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
ASI 1: +2 dex and resilient con (con +1)
lvl 4 Dragon Reward: +2 wis cap; +2 wis
(kensei-long death)
ki-10
Deflect missiles: reduce ranged attack by 1d10 + your Dexterity modifier + your monk level.
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.
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.
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Touch of Death
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
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Level 5:
Extra attack;
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.
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Level 5- Extra attack -Stunning strike
Focused Aim
When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
Hour of Reaping
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Way of the Kensei: 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.
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.
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
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Heart of Artarka: Add your Wisdom modifier addition to you Con mod to max Health.
Survival is our way: Being one of the Artarka for so long gives you insight in the creatures of the world. You gain expertise in survival checks. As well you may use it to find out information on a creature rather than using an Investigation check twice per long rest.
Artaka's Fortitude
Since a Gem from Teroleos had been given to Grul the Atrtaka lands have been given renewed strength. You gain additional Hit Dice based off your Proficiency.
(Dragons Vow) Survive another Day: You can only use this Vow at half your max health. As a bonus action your strive to survive combat no mater what happens causes Grul to empower your body for the fight for 1 min. When you hit a creature with a weapon attack, you can expend one Hit Dice to deal extra damage to the target, in addition to the weapon's damage. The extra damage is Hit Dice + AnyStat to Damage rolls. You can only use this Vow twice per Long Rest.
Whenever you Expend a Hit Dice you may roll Survival to learn something from a creature and if you roll higher than 26 then this hit is counted as a Critical.
Features & Traits