Scourge Aasimar Sun Soul Monk 3
Armor Class 14
Hit Points 21 (3d8+3)
Proficiency Bonus +2
Speed 40 ft
Languages Common, Celestial
Strength 13 (+1)
Dexterity 15 (+2)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 15 (+2)
Charisma 10 (+0)
Melee Attack: Unarmed strike +4 1d4+2 bludgeoning damage
Melee Attack: Shortsword +4 1d6+2 piercing damage, finesse, light
Ranged Attack: Dart +4 1d4+2 piercing damage, finesse, thrown (range 20/60)
Ranged Attack: Radiant sun bolt +4 1d4+2 radiant damage, range 30
Skills Acrobatics +4, Animal Handling +2, Arcana +0, Athletics +3, Deception +0, History +2, Insight +2, Intimidation +0, Investigation +0, Medicine +2, Nature +0, Perception +2, Performance +0, Persuasion +2, Religion +0, Sleight of Hand +2, Stealth +2, Survival +2
Equipment shortsword, explorer’s pack, 10 darts, set of fine clothes, signet ring, scroll of pedigree, purse w. 25 gp
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. You can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this feature, you can’t use it again until you finish a long rest.
Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
Radiant Consumption. You can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In additional, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Unarmored Defense. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts. Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortsword and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits when you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon; this die changes as you gain monk levels.
- When you use the attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Ki. Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points equal to your monk level. You can spend these points to fuel various ki features. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throws DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement (+10 feet). Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
Radiant Sun Bolt. You can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Armor Proficiencies: None
Weapon Proficiencies: Simple weapons, shortswords
Tool Proficiencies: Smith’s tools, chess
Saving Throws: Strength and Dexterity
Skill Proficiencies: Acrobatics, Athletics, History, and Persuasion
Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Personality Traits: If you do me an injury, I will crush you, ruin your name, and salt your fields.
Ideals: Power. If I can attain more power, no one will tell me what to do.
Bonds: I will face any challenge to honor my family’s memory.
Flaws: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
Monastic Icon: Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons why your order admires the monkey.
Background: Born into noble blood on a small demiplane, young Valoreon found himself to be the sole survivor of an attack that destroyed his family and utterly decimated his people at a very early age. He is still unsure exactly who is responsible for his losses, but is bound and determined to find out. He was taken in by a small monastic order of warrior monks that trained the young man’s mind and body into a weapon. Through his study, he was able to tap into his heritage in order to perform feats that even the most gifted of the other students his age had trouble replicating. Unfortunately for him, as he grew more powerful, he grew more cocky and arrogant, believing his gifts along with his noble blood put him above his fellow students. After butting heads with the instructors multiple times, he was eventually expelled from the monastery after an altercation left several of the other trainees in the infirmary with rather serious injuries. Since then, Valoreon has dedicated himself to learning exactly who wiped out his clan and people and bring them down.
Design and Development: I’ve been playing a lot of Dragon Ball FighterZ recently and have also been rewatching the series and I came up with this character as a direct result – an homage to the character of Vegeta, the prince of the Saiyans. You could probably make him a member of any other race, but the Aasimar tickled me with the transformation ability they have, allowing him to tap into his bloodline and become a “Super Saiyan” once per day. The Scourge Aasimar worked best with the character’s personality, but the Protector Aasimar would be a solid choice as well, giving him the ability to fly. The Fallen Aasimar is an odd direction, because it runs contrary to the radiant damage that the Sun Soul Monk deals with, but could be a fun option if you choose to explore this character’s darker side. This character could spend his entire career as a Monk without really sacrificing anything. However, if you really want to go crazy and pay a little bit of extra homage to the character, you could pick up 2 levels of Druid and go into the Circle of the Moon to get Combat Wild Shape and Circle Forms. You may not become several stories tall, but for an hour a day, you can become the ape that you truly are (Apes as written being CR 1/2 – the giant version is unfortunately a CR 7, which would require 14 levels of Druid, giving up a TON of combat potential as a Sun Soul Monk, but maybe you could work with your GM to come up with a CR 1 version of the ape for this character if you so desire.) If you go this route, make sure to pick up flashy and loud combat cantrips and spells like produce flame, thunderclap, and thunderwave and simply reflavor them as ki abilities to keep it in line with the character theme.