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5 5emonk
5 5emonk
5 5emonk
Thusly,
Kensei stuff isn't mentioned much--XX
HP: 32
AC: 18
Level 1:
Martial Arts: Same as 5e, but scales from d6-d12 instead of d4-d10. Also, you can
Grapple and Shove with DEX
Level 2:
Monk's Discipline (Ki)
Ki = Monk Level
Patient Defense: Free BA Disengage. Spend 1 Ki to Dodge and Disengage at the same
time
Step of the Wind: Free BA Dash. Spend 1 Ki to Dash and Disenfage at the same time.
Also, double jump distance if you spend Ki.
Uncanny Metabolism (1/LR): Regain all expended Ki when you roll initiative. Also,
regain HP equal to MA Die+Monk Level
Level 3:
Deflect Attacks (New Deflect Missiles)
Works for melee and ranged weapon attacks. If a melee attack is deflected, you can
spend 1 Ki to change its target to a creature within 5ft of you.
If a ranged attack is deflected, spend 1 Ki to shoot a creature within 60ft of you.
The targeted creature must pass a DEX save, or take 2 MA Die+DEX damage.
Subclass: Kensei
Level 4:
ASI/Feat: We choose Sharpshooter. And under Duckorim rules, I also get +1 to DEX
Stunning Strike: Same as 5e. But if the foe passes the save, they take MA Die+WIS
Force damage
Level 6:
Empowered Strikes: Unarmed Strikes deal their normal damage or Force damage
Level 7:
Evasion: Same as 5e
Level 9:
Acrobatic Movement (UM Improvement): Same as 5e
Level 10:
Heightened Discipline (Buffs to Ki Techniques)
Step of the Wind: If you spend Ki on this, choose a willing creature within 5ft of
you that is Large or smaller: They move with you until the end of your turn.
And their movement doesn't provoke OAs
Level 13:
Deflect Energy: Deflect Blows works for ALL damage types now
Level 14:
Disciplined Survivor: This is Diamond Soul
Level 15:
Perfect Discipline: Whenever you roll initiative with 3 or less Ki, you start the
fight with 4 Ki.
Level 18:
Superior Defense: At the start of your turn, you can spend 3 Ki to resist all
damage except Force damage.
This lasts 1 minute or until you're KO'd.
Level 20:
Body and Mind: Your DEX and WIS increased by 4, to a max of 26.