Dao Statera
When he was a young boy, he spent all his time in the monk monastery atop the Thunder Peaks. Eventually he joined an adventuring group with 6 others. Now is the keeper of the Material plane and one of the higher ups in Imperium Deus
V.Human
Lawful Neutral
Str: 24 +7
Dex: 22 +6
Con: 23 +6
Int: 19 +4
Wis: 16 +3
Cha: 14 +2
Prof Bonus: +8
AC: 20
HP: 600
Speed: 60ft
Drops:
50 PP
32,502 GP
50 SP
32 CP
IRA Badge
1/4 Keys to Astral Plane
Thoughts & Prayers/Divus
Damage Vulnerabilities: Force
Damage Resistances: Fire, Cold, Acid, Thunder, Necrotic, Lighting
Damage Immunities: Psychic, Radiant, Poison, Non-Magical attacks
Condition Immunities: Charmed, Frightened, Exhaustion, Paralyses, Grappled, Diseases
Saving throws: STR: +15 DEX: +14 CON: +14 INT: +12 WIS: +13 CHA: +10
Skills: Acrobatics +14, Athletics +15, Insight +11, Nature +12, Religion +12
Senses: Passive perception: 25
Languages: Knows all
KI Points: 30, regain 4 each time its down to 0
Staggering smite: On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn
Blinding smite: On a failed save, be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Actions:
Divine Restore: Regain 84 hp once per long rest
Multiattack: Can attack 4 times
Thoughts & Prayers: +14 to hit; 5ft; +1 unarmed strike (21) or 1d10+6 bludgeoning +1d6 Psychic/Radiant damage, also heal 1d4 if hitting with Prayers
Divus (Quarterstaff): +14 to hit; 10ft; 2d12+8 bludgeoning + 2d10 Psychic and Radiant damage, heals 1d8 hp per hit
Bonus Action:
Weapon Recall: If any weapon moved 60ft from you, any creature in possession of it must make a CON saving throw DC: 19 or take 2d10 Psychic/Radiant damage
Staggering/Blinding Smite: Once per long rest, supercharge the corresponding knuckle dusters and use their smite: DC: 22 INT/CON. (4d6 Psychic or 3d8 Radiant damage)
Flurry of Blows: 1 ki point for 2 unarmed attacks
Perfect Body: Spend 1 or 2 ki to cover your feet with the power of Yin and Yang. For 10 minutes, your movement speed is increase by 10 feet. If you spend 2 ki, you also become under the effects of the blur spell for 10 minutes. Additionally, you can spend 2 ki to cast either darkness or silence spells, without material components and concentration.
Reaction:
Amissa: When someone is knocked unconscious, send their body flying if they are within 10ft
Misty Mind: When a creature fails a melee attack on you, seed their mind with doubts of their use in this world. All attack rolls gets a -2 for 2 rounds
Agile Parry: With Quarterstaff, can add 2 AC against a melee attack, and if they miss, redirect the attack back at them
3/Legendary action:
1/Deep Breathing: If you spent 2 or more Ki points on your last turn, you regain 2 ki point or do another bonus action
1/Yin: Sending a Psychic wave in a 20ft cone, 3d10 damage
INT DC: 24
1/Yang: Sending a Radiant wave in a 20ft cone, 3d10 damage
CON DC: 24
2/Dao: Using his Quarterstaff to make an explosion of 10d10 Psychic and Radiant damage in a 20ft radius, DEX DC: 25
3/Divine Body: You can combine the power of Yin and Yang to create an aura that radiates shade of black and white. Spend 4 ki to manifest this aura. While in the aura, you gain a +3 bonus to AC, a +2 bonus to attack rolls and damage rolls, and your movement speed is increased by 20 feet. The aura lasts for 10 minutes but you can increase the duration by 10 minutes if you spend 1 ki
Special Action:
Martial Arts During A Turn: Counting actions and bonus actions, make three unarmed attacks or one weapon attack plus two unarmed attack in turn. Or, for 1 ki point, make four unarmed attacks in a turn. (Opportunity attack is a separate reaction, do once per round.)
Akaza's Demon Art
Abilities
Second wind: 2d10+20 hp
Action Surge: Have another action
Reckless Attack: Adv on attack rolls, but others have advantage against you
Compass Needle: Fighting Spirit; +3 on all rolls against the person that deals the most damage or the last person that did a melee attack
Destructive death: Unarmed attack, CON save or be pushed back 10ft
Barrier Ninjutsu
Passive ability:
Evasion (area effect half or no damage)
Perfect Self (if no ki at start of combat, regain 4 ki)
Slow Fall (-100 damage)
Extra Attack (2/attack)
Stillness of Mind (end charmed or frightened)
Purity of Body (immune disease, poison)
Tongue of the Sun and Moon (all languages at touch)
Timeless Body (no age effects)
Unarmored Defense (AC)
Unarmored Movement (higher speed)
Kensei Weapons (dagger, quarterstaff, longsword, longbow, spear)
Agile Parry (unarmed strike, then +2 AC from kensei weapon)
Attack ability:
Martial Arts (1d10, bonus attack)
Flurry of Blows (1 ki for two unarmed attacks as bonus action)
Kensei's Shot (bonus action for +1d4 ranged attack damage)
One With The Blade (kensei weapon attacks are magical, deft strike adds extra martial arts die for 1 ki)
Sharpen The Blade (1 to 3 ki points for +1 to +3 attack and damage bonus for 1 minute)
Action ability:
Patient Defense (1 ki for Dodge as bonus action)
Step of the Wind (1 ki for Disengage or Dash as bonus action, jump distance doubled)
Stunning Strike (1 ki point, Constitution save of stunned)
Diamond Soul (1 ki to reroll save)
Unerring Accuracy (reroll one missed attack per turn)
Empty Body (4 ki for invisibility and resistance all damage except force; 8 ki to use astral projection)