Race: Human
Class: Way of the Open Hand, Monk (30)
Alignment: Lawful Neutral
Languages: All
Proficiencies
-Light/Medium armor
-Simple weapons
-Shortswords
-Flute
Backstory
Born as a blind baby, he taken to a temple to be raised by the monks there. His mother died from childbirth and his father's status is unknown. He was raised by the head Monk Fiji and had a brother relationship with another adopted child named Shiro. He seeks a wise monk that is rumored to give back his sight. He also believes that his father had something to do with him being blind
Features
-6ft
-Blindsight 60ft
-Black eyes
-159 lbs
-Mother dead, Father unknown
Legendary Features
Human Determination: When you make an ability check, attack roll or saving throw, you may choose to do so with advantage. Once you do so, you cannot do so again until you complete a long rest
STATS
HP: 418
AC: 30
Movement: 85ft
Initiative: +7
PB: +9
Spell Attack: +14
Spell Save: 22
PassWIS: 23
KI: 30
Temp KI: 3
STATS
STR: 13 (+1)
DEX: 24 (+7)
CON: 18 (+4)
INT: 12 (+1)
WIS: 21 (+5)
CHA: 20 (+5)
Saving Throws:
STR: +10
DEX: +16
CON: +13
INT: +10
WIS: +14
CHA: +14
Skills:
Acrobatics: +16
Athletics: +10
3 ADV Insight: +14
Religion: +10
2 ADV Performance: +14
Perception: +14
Sleight of Hand: +16
2 ADV Persuasion: +14
2 ADV Investigation: +10
Attacks: 3 attacks
Dart: +14 to hit; 20/60ft; 1d4+5 piercing damage
Unarmed Strike: +14 to hit; 5ft; 2d8+6 bludgeoning damage
Mind: +19 to hit; 5ft; Magical 4d8+28 bludgeoning + 2d8 psychic
Spirit: +19 to hit; 5ft; Magical 4d8+28 bludgeoning + 2d8 radiant/necrotic; heal 2d6 hp if hit
Hollow Limbo: +29 to hit; 10ft; Magical 6d12+44 bludgeoning + 8d10 Psychic/Radiant/Necrotic damage, heal 4d8 if hit
Mindcutter: +18 to hit; 60/120ft; Magical 3d6+9 slashing + 3d6 psychic
Spell slots:
Beneficial:
Immune: Diseases, Poison, Necrotic, Radiant, Curses
Resistance: Use Empty Body
Vulnerabilities:
Eldritch Invocations
Feats
Crusher
You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn
Soul Crusher
Your attacks against creatures wearing heavy armor that
deal bludgeoning damage deal additional damage equal to
your proficiency bonus. If the creature has natural armor,
you gain this bonus if it is 18 or more
The advantage on attacks caused by your Crusher feat
lasts an additional round
When attacking a creature with a bludgeoning weapon,
the attack ignores any resistance to bludgeoning damage
the creature may have
Simplified Techniques
Prerequisite: 21st level
You are a master of the principle techniques. Once per turn you may use a Strike technique you know (Such as Blinding Strike or Launching Strike) without expending ki points
Well Trained
Prerequisite: 21st level
You have further mastered the fundamentals. You learn 3 additional techniques of your choice, these techniques do not count against your techniques known. You also learn one additional stance of your choice, which does not count against your stances known
Preserving Ki
Prerequisite: 23rd level
You are able to use your fundamental techniques much more easily. Flurry of Blows now only costs 0 ki points sometimes (Coin Flip, Heads=0, Tail=1)
Brutal Techniques
Prerequisite: 25th level
Your stronger strikes can benefit from your expert techniques. Whenever you score a critical hit, you may use a Strike technique you know without expending ki points
Open Grandmaster
Prerequisite: 27th level
Your onslaught of blows never ends. When you use Flurry of Blows, you may make three unarmed strikes instead of two
Unending Strikes
Prerequisite: 30th level
You have mastered the truest fundamental of a monk. You are now able to use Flurry of Blows without expending ki points
True Master
-You gain a third bonus action as per your Ascended State feature, none of these bonus actions can be used to perform the same action on the same turn.
-You gain an additional reaction, which may only be used to make an attack of opportunity.
-The temporary ki gained from Excess Chakra can now be used to restore hit points
Class actions
Actions
Wholeness of Body: Regain 48 hp once per long rest
Stillness of Mind: End one effect on yourself
Quivering Palm pt2: When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action
Empty Body: 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 (DC 60 due to Nox Von), without needing material components. When you do so, you can't take any other creatures with you
3xBonus Actions
Step of the Wind: Spend 1 ki to disengage or dash, jump distance doubled
Flurry of Blows: 1 ki for two unarmed attacks (Look for Preserving KI)
Patient Defense: Spend 1 ki to take a dodge action
Martial Stances: At the start of initiative, you take a stance. As a bonus action on your turn, you may change your stance to another you know. You remain in your stance until initiative ends or until you are incapacitated. If you are not currently in a stance, you may use your bonus action to enter one
2xReactions
Deflect Missile: Reduce damage by 1d10+32 and if you have a free hand, make a range attack (20/60ft, +10 to hit, 1d12+5)
Free Action
Open Hand Technique: It must succeed on a Dexterity saving throw or be knocked prone, It must make a Strength saving throw, If it fails, you can push it up to 15 feet away from you or It can't take reactions until the end of your next turn
Stunning Strike: After making a melee attack, spend 1 ki to make the target stunned with a CON DC 19
Tranquility: At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus
Diamond Soul: Spend 1 ki point to reroll a save
Quivering Palm pt1: When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence
Perfect Self: If you roll initiative and have no ki points, regain 4 ki points
Simplified Technique: Once per turn you can use a Striking Technique without expending ki points
Brutal Techniques: Your stronger strikes can benefit from your expert techniques. Whenever you score a critical hit, you may use a Strike technique you know without expending ki points
Master of Stances: You may enter a stance if you are not currently in one, or change to a different stance if you are. Additionally, after using a stances Zenith Move, you may roll 1d6. On a roll of 4 or higher, you are not forced to leave the stance
Class Passives
Purity of Body: Immune disease, poison
Timeless Body: No age effects
Slow Fall: Reduce fall damage by 80
Evasion: Take half damage if fail DEX save
Resilient Body: Your HP maximum increases by an amount equal to three times your level in this class. Every time you gain a Monk level, your maximum HP increases by an additional 3 HP
Divine Eyes : You can perceive the true form of shapechangers you can see, you can see through illusions, and you can see into the ethereal plane. The range of these special sights is only limited by your normal vision
Ascended State: Able to take 2 bonus actions instead of one. These bonus actions cannot be used to perform the same action on the same turn however (For example, if one was used to use Flurry of Blows, the other must be used to use something else such as Step of the Wind) You also gain an additional reaction, which may only be used to make an attack of opportunity
Chakra: Temp Ki equal to half your Monk modifier rounded down, these cannot be used to heal you or another person
Preserving KI: You are able to use your fundamental techniques much more easily. Flurry of Blows now only costs 0 ki points sometimes (Coin Flip, Heads=0, Tail=1)
Persistent Change: Swapping stances offers further benefits to you. If you have swapped your stance this turn, you may add your Monk modifier to the attack and damage rolls of your Martial Arts attacks. Additionally, whenever you roll 1d6 as per your Master of Stances feature, you still remain in your stance if you roll a 5 or 6
Beyond Corruption: You are immune to curses
Sightless Warrior: You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you
Stances
Furious Wyrm Stance
While in this stance, the monks hands become claw-like as they embody the fury of a dragon.
Form Blessing. Your Martial Arts die is increased by 1 stage (Refer to the Martial Arts column of the monk class table to see how it grows) If the die is already 2d8, it becomes 2d10. Additionally, whenever you make a melee Martial Arts attack, you may choose to deal slashing damage.
Stance Power. Once per turn when you deal slashing damage to a target, you may expend 1 ki point to cause them to suffer necrotic damage at the start of their next turn equal to your monk modifier (Minimum of 1)
Zenith Move. As an action, you may move up to your walking speed without provoking attacks of opportunity. If you end this movement within 5-feet of a creature, you may immediately make a melee Martial Arts attack. If it hits, it becomes a critical hit. If you rolled a natural 20 on the attack roll for this attack, the damage is quadrupled instead of doubled.
Shining Wave Stance
While in this stance, water encircles the monk and they embody the relentless tides.
Form Blessing. You manifest a whip made of water in your hands. This whip uses your Martial Arts die for its damage roll and deals bludgeoning damage. It has a reach of 30-feet.
Stance Power. Once per turn when you hit a target with your whip of water, you may force the target to make a Strength saving throw if it is a creature. On a failed saving throw, it is pulled to an unoccupied space within 5-feet of you. If the target is an object of large size or bigger, this fails. If they are medium or smaller, they are pulled to an unoccupied space within 5-feet of you.
Zenith Move. As an action you whirl your whip of water around you, creating a watery vortex. All creatures within 30- feet of you must succeed on a Strength saving throw, suffering 1d10 bludgeoning damage per point of your proficiency bonus on a failed saving throw, or half as much on a successful one. You may pull any creature who failed their saving throw to an unoccupied space within 5-feet of you.
Techniques
Blinding Strike: When you hit a creature with a melee Martial Arts attack, you can expend 2 ki points to cause their vision to go blurry. They have disadvantage on Perception checks based on sight, and they subtract half your proficiency bonus (Rounded down) from any ranged attack rolls they make. Both of these effects last until the end of your next turn
Muting Strike: When you hit a creature with a melee Martial Arts attack, you can expend 3 ki points to force them to make a Constitution saving throw. On a failed saving throw, they are unable to speak or use features that require their mouth (Such as a breath weapon, spells with verbal components or a roar ability) until the end of your next turn
Counter Attack: If you are dodging and a creature misses you with a melee attack while within 5-feet of you, you may use your reaction to make a Martial Arts attack against them. Hit or miss, you stop dodging. You may expend 2 ki points to remain dodging.
Item actions
Actions
Thoughts and Prayers/Divus: Transform between the two types of weapons
Balance of Life and Death: Once per long rest, the wearer can invoke the power of the robe to heal and harm simultaneously. The wearer can touch a creature to heal them for 4d8 + 3x the wearer’s Wisdom modifier hit points and deal the same amount of necrotic damage to another creature within 30 feet. This ability cannot be used to heal the wearer themselves
Bonus Actions
Challenge you to a Duel: After 2 rounds, the ring allows you to use an bonus action to initiate a Duel with another creature, gaining advantage on attack rolls and 1d8 extra damage per attack
Thoughts or Prayers: Thoughts do Staggering Smite and Prayers do Blinding smite as a bonus action equal to your proficiency bonus, Spell DC
Open Mind: Connect your mind to Mindcutter to use telekinesis on it and be able to attack with it using a bonus action
Harmony of Duality: Once per short rest, the wearer can regain 2d8 ki points as a bonus action
Meditative Equilibrium: The wearer can enter a meditative trance as a bonus action, gaining advantage on all saving throws and attack rolls for 5 turns. During this time, the wearer's movements are fluid and balanced, making them immune to being knocked prone or moved against their will. This ability can be used once per long rest
Reactions
As long as we both shall live: When the user of the other half dies, they are teleported in an safe unoccupied space at half of their max HP. This will destroy both lockets
Yin-Yang Defense: The robe can absorb a portion of incoming damage. When the wearer takes damage, they can use their reaction to reduce the damage by 6d10 + 2xtheir monk level. This ability can be used a number of times equal to the wearer's Wisdom modifier (minimum of once) per long rest
Free Action
Sin Ring, Weapon: Summon the weapon of this ring
Equilibrium Strike: Once per turn, when the wearer hits with an unarmed strike, they can choose to deal an additional 6d8 radiant or 6d8 necrotic damage (their choice). If the target is resistant to the chosen damage type, they instead take the normal damage
Magic 20 Ball: Use it to find an answer
Item Passives
Hammer Ring: Give proficiencies in hammers
Prideful man: While in combat, so long as you remain unharmed by anything, you gain an extra 1d6 to attack rolls, ability checks and saving throws, as you flex your superiority
2xRing of Regeneration: 1d12+CON
Yin-Yang Defense: The wearer gains resistance to both necrotic and radiant damage
Thoughts and Prayers/Divus: At LV 25, your unarmed strikes in Divus is equal to Thoughts and Prayers, just lack of healing
Sun Lord's Ring: ADV on CON and WIS under the sun
Black Clover: 4 Leaf-Light Magic
Light sword of Judgment: Summon 4 blades of light that deals 2d8 radiant damage each. Half of your proficiency bonus until a long rest
Bright Judgment Whip: A whip that can reach 100ft and deal 4d6 radiant damage. twice per long rest
Heaven-Splitting Flash: Summon 2 orbs of light that can shoot up to 200ft and deal 1d12 radiant damage. Half of your proficiency bonus until a long rest
Healing Ray of Light: You can heal up to 8 creatures you can see your level d4s, EX: LV 8, 8d4 hp. Once per long rest
Absolute Monarch of Divine Brilliance: Project an image 10 times your size
Light Shaft of Divine Punishment: 100ft Beam, 10ft wide, 10d8 radiant damage. Half of your proficiency bonus until a long rest
Lamp of Avior: Surrounds the user with light, +2 AC. After preparing for 1 turn, can shoot out a beam 6d8 radiant damage. Equal to your proficiency bonus until a long rest
Arrows of Judgment: Spell Attack to hit, 10d10 radiant damage, twice per long rest
Demon-Dweller Sword- Protecting Light: Everyone within 30ft will get +10ft, +1 AC,
Nen: Manipulation
Arm Rifle
As a bonus action, you can turn one of your arms into a rifle for 1 minute, or until you end this effect as a bonus action. This rifle uses the statistics of a magnum revolver, but does not require ammunition to use.
Object Tattoo
As a bonus action, one object that is 1 cubic foot or smaller becomes a tattoo on your body. You may end this effect, causing the object to appear on top of where the tattoo was, as a bonus action.
King Me
As an action, you create up to five clones. The clones have half of your hp. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, you dismiss them at will, or you fall unconscious
Clones have no range limit as to how far away they can be.
Any effects affecting you when the clone is created carry over to the clone.
A clone carries a copy of all your equipment, however it does not carry the magical abilities over from it beside any base attack roll, damage roll, or AC bonuses
While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a clone dissipates, the main body will receive any knowledge, experiences, and memories it has acquired as if it experienced it itself, as well as matching your clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.
Each clone is 5.5 ft. tall with a size category of medium
Paper Spy
As an action, you may attach a piece of paper to one creature you can touch. They must attempt a Wisdom saving throw. On a failure, the paper is attached for 1 hour. You can hear anything being said within the vicinity of a creature with an attached paper. If a creature discovers the paper with a successful Perception check, they may remove it as a bonus action.
Hypnotic Fear
As a bonus action, your next successful unarmed strike against a creature forces the target to attempt a Wisdom saving throw. On a failure, the needles enter their brain, causing them to become frightened until the end of your next turn. If a creature is affected by this feature and takes damage, they take an additional 2d8 psychic damage.
Needle Disguise
You can stick needles into your body, casting alter self, but with visible needles in your face, and taking 1d4+1 piercing damage. This lasts until at least 1 needle is removed. You can only do this twice, regaining all uses at the end of a short rest
Needle People
As an action, you may throw needles at one creature within 60 feet. The target must attempt a Constitution saving throw. On a success, they take 2d8 piercing damage. On a failure, they are charmed for one minute or until you lose concentration
Body Reconstruction
You can manipulate your body completely, making it sound, look, even feel different then it was before. This will be active for 1 minute
Many Purple
As an action, you may exhale smoke, casting Summon Beast as a 6th level spell. The smoke soldiers created by this have to be air, and they are resistant to any non magical damage. You can also change the appearance of your smoke soldiers so long as their size category does not change
Dance of the Serpent's Bite
As an action you can create a massive whirlwind with some type of weapon, dealing 14d8 Force Damage while the whirlwind is active. Each creature in the chosen area of 30ft must make a Strength saving throw, on a success they take half damage and are not stuck in the whirlwind, on a failure they take full damage and are stuck in the whirlwind, making them roll again in their next turn. For each action you spend the whirlwind will keep active and gain 1 bonus dice of damage.
Joystick Manipulation
At 14th level as an action you can try to inject someone with an antenna, making the target make a Dexterity saving throw, on a success he dodges, on a failure he is under your total control and will follow your orders. For each turn he is under your control you spend your bonus action to keep the effects active. You cannot use this ability on constructs or creatures who have slashing or piercing resistance or immunity.
Metamorphosis
At 14th level as an action you may manipulate your whole body to grant it one or more benefits bellow:
Giant Arms: For 5 ki points for each arm you have, your unarmed strikes damage will triple, and any unarmed strikes you hit will make your opponent make a Strength Saving Throw to not get pinned.
Multiple Arms: For 10 ki points you spend you create one additional arm, and for each arm you create it grants you one extra attack action with your unarmed strikes. Features like extra attack does not benefit from this skill.
Hardened Body: For 7 ki points you harden your skin, making you gain resistance to magical slashing, piercing and bludgeoning damage, and increasing your AC by 3. For 5 ki points you can choose one more resistance.
Eye Growth: For 5 ki points, you grow multiple pairs of eyes, giving you +10 in perception and making any attacks that would have advantage against you be rolled normally.
Autopilot
As an action, you may stick a needle into yourself. You triple any damage you deal. When you stick the needle in you, you give orders to yourself. This effect will not end until the order is complete or you fall unconscious. When you do this, you have no memories of what you did while you were under this feature control. The orders you can do are as follows:
Eliminate
You choose one creature you can see. You must move toward and deal as much damage to the creature, and all attack against this creature have advantage. This ends if you can no longer detect the target.
Escape
Your movement speed is doubled and you become frightened of any hostile creature you can sense. This ends if you are at least 200 ft. away from any hostile creatures you can detect.
Defend
You choose one creature you can see to protect. If you choose a creature that isn’t you, roll 1d4 every time they take would damage. On a 4 you block all the damage, taking it yourself as the target takes none. On any other roll you take half of the damage, as the target takes the remainder. You gain a +3 bonus to their AC, and you gain 50 temporary hit points at the end of each of your turns that you start with less than 50 temporary hit points. This last for four rounds
Equipment
Helmet
Gauntlets
Leggings
Class Features
Unarmored Defense, Martial Arts (1d8)
Ki, Unarmored Movement, Dedicated Weapon
Monastic Tradition, Deflect Missiles, Ki-Fueled Attack
Slow Fall, Quickened Healing
Extra Attack, Stunning Strike, Focused Aim
Ki-Empowered Strikes
Evasion, Stillness of Mind
Purity of Body (immune to disease and poisons)
Tongue of Sun and Moon
Diamond Soul
Timeless Body
Empty Body
Perfect Self
Subclass Features
Open Hand Technique
Wholeness of Body
Tranquility
Quivering Palm
Main Theme
Secondary Theme
Combat Theme