Monk(WOTK): 20, Fighter(CHAP): 11
STATS
HP: 394
AC: 18
Movement: 50ft(Unarmored)
35ft(Armored)
Initiative: +4
PB: +9
Spell Attack: +0
Spell Save: 0
Passive WIS: 18
KI points: 12
Languages: Common, Infernal, Abyssal, Draconic
Immune: Diseases and Poisons
Fighting Style: Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
STATS
STR: 24 (+7)
DEX: 18 (+4)
CON: 19 (+4)
INT: 16 (+3)
WIS: 14 (+2)
CHA: 19 (+4)
Saving Throws:
STR: +16
DEX: +13
CON: +13
INT: +12
WIS: +11
CHA: +13
Skills:
Acrobatics: +13
Athletics: +16
Perception: +11
Stealth: +13
Survival: +11
Attacks: 3 attacks
Soul Spilt Katana: +17 to hit; 5ft; Magical 2d8/2d10+9 slashing + 4 necrotic damage
This damage directly cleaves the target’s soul ignoring the target’s damage reductions, resistances, and makes immunities to resistances to the weapon’s damage.
Unarmed Strike: +12 to hit; 5ft; 1d8+5 bludgeoning damage
Stillness of Mind: End one effect on yourself
Look below for more
Actions
Attacks: 3 attacks
Soul Spilt Katana: +15 to hit; 5ft; Magical 2d8/2d10+9 slashing + 4 necrotic damage
This damage directly cleaves the target’s soul ignoring the target’s damage reductions, resistances, and makes immunities to resistances to the weapon’s damage. (Must have the ability to perceive the souls of objects to use. Otherwise this weapon doesn’t directly cleave the soul of the target)
Unarmed Strike: +11 to hit; 5ft; 1d8+5 bludgeoning damage
Stillness of Mind: End one effect on yourself
Bonus Actions
Step of the Wind: Spend 1 ki to disengage or dash, jump distance doubled (Wings Unfurled)
Flurry of Blows: 1 ki for two unarmed attacks
Patient Defense: Spend 1 ki to take a dodge action
Unarmed Strike: +11 to hit; 5ft; 1d8+5 bludgeoning damage
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
Sharpen the Blade: 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.
Reactions
Deflect Missile: Reduce damage by 1d10+26 and if you have a free hand, make a range attack (20/60ft, +10 to hit, 1d8+5)
Free Action
Slow Fall: 60ft
Stunning Strike: When you hit a melee attack, spend 1 ki point, CON DC 16
Evasion: Take no damage if you succeed or half if you fail
Second Wind: 1d10+5 hp, once per short rest
Action Surge: Take an additional action, once per short rest
Improved Critical: your weapon attacks score a critical hit on a roll of 19 or 20
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
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.