Tets
Tets
Sheet
AC 14 · HP 66 · 45 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
23 featuresAction
- Kensei's ShotLevel 3
When Attack action
When you take the Attack action, spend 1 ki point to add 1d4 damage to your ranged kensei weapon attacks until end of turn.
- Stillness of MindLevel 7
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.
Bonus action
- Flurry of Blows
When Bonus action after Attack action
Spend 1 ki point to make two unarmed strikes as a bonus action after taking the Attack action.
- Patient Defense
When Bonus action
Spend 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When Bonus action
Spend 1 ki point to take the Disengage or Dash action as a bonus action, and your jump distance is doubled for the turn.
- One with the BladeLevel 6
Your kensei weapons count as monk weapons for you, and if you hit a creature with one, you can use your bonus action to make an unarmed strike as part of the Attack action.
Reaction
- Slow FallLevel 4
You can reduce falling damage by five times your monk level while you can use your reaction.
Always on
- Extra AttackLevel 5
When Attack action
Make two attacks instead of one when taking the Attack action.
- Deft StrikeLevel 6
When Hit with a weapon attack
When you hit with a weapon attack, spend 1 ki point to add 1d6 extra damage.
- Martial ArtsLevel 1
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon attacks, and you can use Dexterity instead of Strength for attack and damage rolls with unarmed strikes and monk weapons.
- Unarmored DefenseLevel 1
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- KiLevel 2
You have a pool of ki points equal to your monk level. You can spend ki to fuel special abilities, including Flurry of Blows, Patient Defense, and Step of the Wind. Your ki save DC is 8 + proficiency bonus + Wisdom modifier.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
- Monastic TraditionLevel 3
You gain your monastic tradition, Way of the Kensei.
- Deflect MissilesLevel 3
You can catch and deflect missiles when you are hit by a ranged weapon attack, reducing the damage by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can spend 1 ki point to make a ranged attack with the caught missile as part of the same reaction.
- Kensei WeaponsLevel 3
Choose two types of kensei weapons: one melee weapon and one ranged weapon. You gain proficiency with them if you lack it, and they count as monk weapons for you. Here, Tets's ranged kensei weapon is the pistol, and his melee kensei weapon is a shortsword kept for training.
- Agile ParryLevel 3
When you make an unarmed strike on your turn with your kensei melee weapon in hand and no other weapon in hand, you gain a +2 bonus to AC until the start of your next turn.
- Stunning StrikeLevel 5
When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt to stun the target. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- EvasionLevel 7
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful save and only half damage on a failed save.
- TraitHumanAbility Score Increase, +1 to all ability scores.
- TraitHumanExtra Language, you know one extra language of your choice.
- Military RankSoldier
Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of lower rank.
Gear
10 itemsWeapons
- QuarterstaffA quarterstaff, carried more for drills and travel than for use.
- ShortswordA shortsword used as a training blade and backup weapon.
- 10×Darts10 darts for practice, signaling, and emergency use.
- 2×PistolsA matched pair of custom pistols treated as kensei weapons.
Tools
- Gaming DiceA set of bone dice kept for camp games and morale.
Gear
- Explorer's PackAn explorer's pack containing standard travel gear.
- Insignia of RankAn insignia showing military rank.
- Trophy of a Fallen EnemyA trophy taken from a fallen enemy, a dented brass button from an officer's coat.
- Common ClothesA set of common clothes.
- Belt PouchA belt pouch with 10 gp.
Appearance
A lean human man with a disciplined posture, close-cropped black hair, a narrow scar across one eyebrow, and calm gray eyes that miss nothing. He wears a weathered soldier's coat tailored for travel over wrapped monk garments, with polished brass pistols worn like ritual implements at his hips. His knuckles are callused, his forearms marked with old training bruises and faded campaign ink, and he moves with the measured stillness of a duelist at prayer.
Mannerisms
He pauses before speaking, as if measuring each word for balance. When thinking, he rolls a coin between his knuckles like a trigger check, and before drawing either pistol he often taps two fingers to his brow in a private salute. He stands at perfect attention when nervous, and relaxes only when his hands are busy with maintenance or prayer beads.
Personality
Quiet, exacting, and unexpectedly patient, Tets behaves like a man who has learned that control is a form of compassion. He respects competence, keeps his promises, and speaks most freely when instructing someone younger or less experienced. He is not cold, but he is difficult to surprise, and even in danger he carries himself with the serenity of a practiced cadence.
Ideals
Discipline. Freedom is not the absence of rules, it is the mastery of oneself. A life spent training the body and steadying the mind can keep chaos from ruling the world.
Bonds
He keeps the battered rank insignia of his first squad wrapped inside his travel kit, and he will risk his life to recover the names of the dead he failed to save.
Flaws
He trusts procedure more than people, and when plans unravel he becomes harsh, clipped, and dangerously self-reliant. He also carries a soldier's habit of treating every problem like a battlefield, which makes him slow to admit when mercy, diplomacy, or vulnerability would serve better than force.
Quirks
Background
Tets was born the son of a smith in a river town where empire banners changed hands more often than the seasons. As a child he learned that steel could be a promise, a threat, or a prayer, depending on who carried it. He entered the army young, survived because he listened better than he spoke, and rose through the ranks by being the man sent to hold a line after everyone else had broken. The war taught him discipline, grief, and the value of a single breath taken with intention. When the campaign ended, he did not know how to become a civilian, so he walked east to a mountain monastery that welcomed broken soldiers and taught them to make their bodies into tempered blades. There he found the Way of the Kensei, and, against tradition, he shaped two finely balanced pistols into instruments of meditation. The abbot called them an indulgence. Tets called them honesty. A blade can be blocked, but a shot can be released only once, at the exact moment the will is made perfect. He learned to still his pulse, count heartbeats like rounds in a chamber, and move with such precision that every step became a tactic. Now he travels as a quiet enforcer and wandering penitent, hunting slavers, deserters, and anyone who mistakes mercy for weakness. He carries his service not as pride, but as a debt that can only be paid one deliberate act at a time.
“As a child he learned that steel could be a promise, a threat, or a prayer, depending on who carried it.”
- Background
- Soldier
Connections
Species
Human
Media
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