Senki'Ka Bladesman
Senki'Ka Bladesman
Sheet
AC 19 · HP 87 · 45 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
27 featuresBonus action
- Agile Parry
When After taking the Attack action
After taking the Attack action while wielding only a kensei weapon or monk weapon, Senki'Ka can make an unarmed strike as a bonus action. If he uses a kensei melee weapon, he can gain a +2 AC bonus until the start of his next turn by making the unarmed strike.
- Flurry of Blows
When After taking the Attack action
Senki'Ka can make two unarmed strikes as a bonus action by spending 1 ki point.
- Patient Defense
When On his turn
Senki'Ka can spend 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When On his turn
Senki'Ka can spend 1 ki point to take the Disengage or Dash action as a bonus action, and his jump distance is doubled for the turn.
- Sharpen the BladeLevel 11
When On his turn
Senki'Ka can use a bonus action to grant a kensei weapon a +1, +2, or +3 bonus to attack and damage rolls for 1 minute, spending 1, 2, or 3 ki points respectively.
- Martial ArtsLevel 1
Senki'Ka's martial arts die is a d8. While unarmed or wielding only monk weapons, he can use Dexterity for attacks and damage, make one unarmed strike as a bonus action after attacking, and replace weapon damage with his martial arts die.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
When hit by a ranged weapon attack, Senki'Ka reduces the damage by 1d10 + 17. If the damage becomes 0, he can catch the missile and spend 1 ki point to throw it back.
Always on
- Stunning StrikeLevel 5
When When he hits with a melee weapon attack
After hitting with a melee weapon attack, Senki'Ka can spend 1 ki point to force a Constitution saving throw against DC 18. On a failure, the target is stunned until the end of his next turn.
- Deft StrikeLevel 6
When When he hits with a kensei weapon
Once per turn after hitting with a kensei weapon, Senki'Ka can spend 1 ki point to deal an extra 1d8 damage.
- Unarmored DefenseLevel 1
While wearing no armor and not wielding a shield, Senki'Ka's AC equals 10 + his Dexterity modifier + his Wisdom modifier.
- KiLevel 2
Senki'Ka has 12 ki points, recovered after a short or long rest. His ki save DC is 18. He can use Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
His unarmored speed increases by 15 feet. He can run along vertical surfaces and across liquids during his turn without falling during the movement.
- Monastic Tradition, Way of the KenseiLevel 3
Senki'Ka follows the Way of the Kensei, treating the longsword and longbow as kensei weapons. He can designate one melee weapon and one ranged weapon as his kensei weapons, provided they lack the heavy and special properties. He gains Agile Parry, Kensei's Shot, and the ability to use his kensei weapons as monk weapons.
- Extra AttackLevel 5
Senki'Ka can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Ki-Empowered StrikesLevel 6
His unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- One with the BladeLevel 6
Senki'Ka gains proficiency in one artisan's tool or musical instrument of his choice. He can also choose up to three kensei weapons, including the longsword and longbow, and use them as magical weapons for overcoming resistance and immunity to nonmagical attacks and damage.
- EvasionLevel 7
When Senki'Ka succeeds on a Dexterity saving throw against an effect that allows half damage on a success, he takes no damage. He takes half damage on a failed save.
- Stillness of MindLevel 7
Senki'Ka can use his action to end one effect on himself causing him to be charmed or frightened.
- Ability Score ImprovementLevel 8
When Senki'Ka reaches 8th level, he gains an Ability Score Improvement or feat. His supplied ability scores already include the requested manual values and species bonuses.
- Purity of BodyLevel 10
Senki'Ka can use his action to end one poison or disease affecting him. He is immune to disease and the poisoned condition.
- Ability Score ImprovementLevel 12
When Senki'Ka reaches 12th level, he gains an Ability Score Improvement or feat. His supplied ability scores remain as specified, with no additional improvement applied beyond the requested manual scores.
- TraitTieflingDarkvision, 60 feet
- TraitTieflingHellish Resistance, resistance to fire damage
- TraitTieflingInfernal Legacy, knows the Thaumaturgy cantrip
- TraitTieflingInfernal Legacy, can cast Hellish Rebuke once per long rest at 3rd level
- TraitTieflingInfernal Legacy, can cast Darkness once per long rest at 5th level
- WandererOutlander
Senki'Ka has an excellent memory for maps, terrain, and landmarks. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources. He also remembers the general layout of terrain, settlements, and other features around places he has traveled.
Spells
3 spellsSpellcasting. Senki'Ka Bladesman casts with Charisma (spell save DC 17, to hit with spell attacks).
Cantrips (at will):
1st level:
2nd level:
Gear
10 itemsWeapons
- LongswordA longsword used as Senki'Ka's primary kensei weapon, with a simple but carefully maintained scabbard.
- ShortbowA shortbow suitable for hunting and ranged combat.
- QuarterstaffA quarterstaff used for travel, balance, and combat.
Gear
- 20×ArrowsArrows for the shortbow.
- Dungeoneer's packA dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, and rope.
- Traveler's packA traveler's pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and hempen rope.
- Hunting trapA hunting trap used to secure food or protect a campsite.
- Animal trophyA trophy taken from a fallen animal, kept as a reminder that every journey has a cost.
- Traveler's clothesA set of traveler's clothes suitable for a wandering swordsman.
Purse
- Belt pouchA pouch containing 10 gp.
Appearance
Senki'Ka is a broad-shouldered tiefling with deep russet skin, swept-back black horns, and a long tail wound loosely around one ankle when he stands still. His dark hair is bound in a practical warrior's knot, with several pale strands left loose by years of sun, wind, and road dust. His hands are callused from sword practice and staff work. He wears layered gray and indigo travel robes beneath a sleeveless monk's mantle, with a weathered straw kasa tied to his pack rather than worn. Within moments of meeting someone, observers notice that he rarely looks directly at faces. Instead, his attention moves to hands, doorways, weapon belts, and the nearest route through a room.
Mannerisms
He pauses before entering any room, counting exits and listening for footsteps. He cleans his blade after every fight, even if no blood touched it. When considering a difficult answer, he turns his thumb slowly across the sword's guard and speaks only after the motion stops.
Personality
Senki'Ka is patient, observant, and sparing with praise. He treats peasants, soldiers, nobles, and criminals with the same measured courtesy until their actions reveal who they are. He enjoys roadside cooking, quiet mountain paths, and the practical honesty of people who work with their hands. Though he appears calm, he possesses a dry, nearly invisible sense of humor and will occasionally deliver a devastatingly literal observation at the worst possible moment.
Ideals
Balance. A blade should not serve anger, pride, or obedience alone. The strong must remain capable of restraint, and the powerless must still have the chance to stand upright.
Bonds
He carries the broken guard of his father's sword and will risk nearly anything to learn who betrayed the household that raised him. He is also bound to the mountain monastery that saved his life, sending a portion of every reward back to maintain its waystations.
Flaws
Senki'Ka judges authority too harshly and assumes that anyone eager to command is concealing a weakness. He is slow to forgive betrayal, even when forgiveness would be wiser. When uncertain, he becomes so still and controlled that companions may mistake his silence for contempt.
Quirks
Background
Senki'Ka Bladesman was born beneath a red winter moon in a mountain province where tiefling children were taught early to keep their horns polished and their tempers hidden. His father served as a sword instructor for a minor daimyo, while his mother maintained the household shrine and knew every pass through the surrounding mountains. When the daimyo's house fell to a treacherous alliance, Senki'Ka survived by fleeing into the high country with a broken practice blade and a name that no longer protected him. A wandering monastery found him half-starved beside a frozen road. The monks did not ask him to forget his anger. They taught him to hold it without letting it choose his actions. Years of discipline turned Senki'Ka into a traveling swordsman, scout, and quiet mediator. He learned the ways of distant villages, followed caravan trails across hostile country, and took work guarding pilgrims who could not afford a formal retinue. His training eventually led him to the Way of the Kensei, where a weapon is treated as an extension of judgment rather than a symbol of status. He now wanders from province to province, seeking remnants of the fallen house, testing the character of those who claim authority, and offering his blade to people whose voices are easily ignored. He does not seek revenge as a destination. He seeks the truth of what happened, and trusts that a truthful answer will reveal what must be done.
“A wandering monastery found him half-starved beside a frozen road.”
- Background
- Outlander
Connections
Species
Tiefling
Media
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