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Protector Aasimar Monk – Way of the Kensei

Racial Traits: + 2 Charisma, +1 Wisdom.

Size: medium // Speed: 30 ft // Celestial resistance: you have resistance to necrotic and
radiant damage. // Healing Hands: as an action, you can touch a creature and cause it to
regain HP = your character’s level. You can use this trait again after a long rest. // Light Bearer:
you know the light cantrip; charisma is you casting ability for it. // Languages: you can read,
write and speak celestial and common. // Subrace: Protector: starting at 3rd level you can use
your action to unleash the divine energy within yourself, causing your eyes to glimmer and two
luminous, incorporeal wings to sprout from your back. Your transformation last for 1 min or
until you end it as a bonus action; during it you have a flying speed of 30 ft and once on each of
your turns you can deal extra radiant damage, equal you level, to one target when you deal
damage with an attack. Once you use this trait you can’t use it again until you finish a long rest.

Class Traits:

HP at first level: 8 + Con. modifier.


HP at higher levels: 1d8 (or 5) + Con. Modifier, each time you level up.
Hit Dice: 1d8 per monk level
Proficiencies:

Armor: none // Weapons: simple weapons, shorts words. // Tools: one musical
instrument (lyre). // Saving Throws: strength, dexterity. // Skills: acrobatics, stealth.
Monk Table
Level Proficiency Martial Ki Unarmored Features
Bonus Arts Points Movement
1st +2 1 d4 - - Unarmored defense, Martial Arts

2nd +2 1 d4 2 +10 ft. Ki, Unarmored Movement

3rd +2 1 d4 3 +10 ft Monastic Tradition (Way of the Kensei), Deflect Missiles


4th +2 1 d4 4 + 10 ft Ability Score improvement, Slow Fall

5th +3 1 d6 5 + 10 ft Extra Attack, Stunning Strike

6th +3 1 d6 6 + 15 ft Ki-empowered strikes, One with the Blade (Kensei)

7th +3 1 d6 7 + 15 ft Evasion, Stillness of Mind

8th +3 1 d6 8 + 15 ft Ability score improvement

9th +4 1 d6 9 + 15 ft Unarmored Movement Improvement

10th +4 1 d6 10 + 20 ft Purity of Body

11th +4 1 d8 11 + 20 ft Sharpen the Blade (Kensei)

12th +4 1 d8 12 + 20 ft Ability Score Improvement

13th +5 1 d8 13 + 20 ft Tongue of the Sun and Moon

14th +5 1 d8 14 + 25 ft Diamond Soul

15th +5 1 d8 15 + 25 ft Timeless Body


16th +5 1 d8 16 + 25 ft Ability Score improvement

17th +6 1 d10 17 + 25 ft Unerring Accuracy (Kensei)

18th +6 1 d10 18 + 30 ft Empty Body

19th +6 1 d10 19 + 30 ft Ability Score Improvement

20th +6 1 d10 20 + 30 ft Perfect Self

1st Level:

Unarmored Defense:

While you’re not wearing any armor nor wielding a shield your AC = 10+ DEX modifier + WIS modifier.

Martial Arts:

Your mastery of the combat styles that uses unarmed strikes and monk weapons (simple weapons that don’t
have the two-handed or heavy property and shorts words) gives you the following benefits, as long as you’re
no wearing any armor or using a shield:

 You can use your DEX instead of STR to make your attack and damage rolls.
 You can roll a d4 in place of the normal damage for your attacks (this die changes as you gain monk
levels, as shown in the martial arts column on the monk table).
 When you use you attack action, you can make an unarmed strike as a bonus action (as long as you
haven’t used your bonus action yet)

2nd Level:
Ki:
Your training allows you to harness the mystic energy of Ki, your access to this energy is represented by Ki
Points, the number of points that you have is determined by your monk level, as shown in the Ki Points
column on the monk table. You gain all the Ki points you spent after you finish a short or long rest (you must
spend at least 30 min. meditating to regain your Ki points).

You can spend your Ki points to fuel various ki features, you start knowing three of them, and you learn more
as you gain levels in this class. Some of these features require your target to make a saving throw to resist its
effects, the DC = 8+Prof. bonus+ WIS modifier.

 Flurry of Blows: immediately after you take the attack action, you can spend 1 ki point to make two
unarmed attacks as a bonus action instead of one.
 Patient Defense: You can spend 1 ki point to take the DODGE action as a bonus action.
 Step of the Wind: You can spend 1 ki point to take the DISENGAGE or DASH actions as a bonus action,
and your jumping distance is double for the turn.

Unarmored Movement:
Your speed increases by 10ft. while you’re not wearing armor or wielding a shield; this bonus increases as
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.
3rd Level:
Monastic Tradition: Way of the Kensei
Your tradition grants you features at 3rd, 6th, 11th and 17th level.

When you choose this tradition, your special martial arts training leads you to master the use of certain
weapons, this path also includes instruction on 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 and one ranged
weapon, they mustn’t have the heavy or special properties (except for the longbow) , you gain proficiency
with them, and they become monk weapons for you. When you reach 6 th, 11th, and 17th level you can
choose another type of weapon (ether melee or ranged), following the criteria above, to be a kensei
weapon for you.

 Agile Parry: If you make an unarmed strike as part of the Attack action on your turn and you’re holding
a melee weapon, you can use it to defend yourself. You gain +2 to you 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 more deadly: any
target that you hit with a ranged attack takes an extra 1d4 damage of the weapon’s type. This benefit last
until the end of your turn.

Deflect missiles:

You can use your reaction to deflect the missile when you’re attacked by a ranged weapon; when you do so,
the damage you take from the attack is reduced by 1d10+ DEX modifier+ Monk Level.
If you reduce the damage to zero, you can catch the missile; if it’s small enough for you to hold in one hand;
and 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. The missile counts as a monk weapon for this attack.

4th Level:

Ability Score Improvement:

When you reach 4th level and again at 8th, 12th, 16th and 19th level, you can increase one ability score by 2 or
two ability scores by 1. You can’t increase an ability score above 20 using this feature.

Slow Fall:

You can use your reaction when you fall to reduce any damage you can take by an amount equal to five
times your monk level.

5th Level:

Extra attack:

You can attack twice instead of once, whenever you take the attack action on your turn.
Stunning Strike:

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 CON
save or be stunned until the end of your next turn.

6th Level:
Ki- Empowered Strikes:
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-
magical attacks and damage.

One With the Blade:


You extend your ki to your kensei weapon, giving it the following properties:

 Magic Kensei Weapons: your attacks with your kensei weapons count as magical for the purpose of
overcoming resistance and immunity to non-magical attacks and damage.

 Deft Strike: when you hit a target with a kensei weapon you can spend 1 ki point 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.

7th Level:
Evasion:
When you’re subjected to an effect that allows you to make a DEX save to take half damage, you instead
take no damage if you succeed on the saving and only half damage if you fail.

Stillness of Mind:
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

10th Level:

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