KI: Chuck is gifted in martial arts, and has unlocked the potential of KI. Chuck Norris has 27 ki points, which he can use for his martial arts, which he gets back on a short or long rest.
Alert. Chuck can take a reaction every turn. Additionally, Chuck cannot be suprised while he is conscious, and unseen attackers don't get advantage on attacks against Chuck. Also a +5 to initative.
Mobile. When chuck dashes, he ignores difficult terrain, and chuck ignores opprtunity attacks against creatures he makes attacks against, regardless of if he misses or not.
Mage Slayer. Chuck has practiced hunting down rogue mages, so he gets the following benefits:
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Focused Aim: When Chuck misses with an attack roll, he can spend 1 to 3 ki points to increase his attack roll by 2 for each of these ki points he spends, potentially turning the miss into a hit.
Stunning Strike: When Chuck hits another creature with a melee weapon attack, he can spend 1 ki point to attempt a stunning strike. The target must succeed on a DC 21 Constitution saving throw or be stunned until the end of Chuck's next turn.
Evasion. When Chuck Norris subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Purity of body: Chuck is immune to disease, suffers none of the frailty of old age, and can't be aged magically. Chuck can still die of old age, however. In addition, he no longer needs food or water.
Empty Body: Chuck can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also have resistance to all damage but force damage.Additionally, He can spend 8 ki points to cast the astral projection spell, without needing material components.
Diamond Soul. If Chuck fails a saving throw, he can spend 1 ki point to reroll the saving throw and take the second result.
Tranquility: Chuck can enter a special meditation that surrounds him with an aura of peace. At the end of a long rest he gains the effect of a Sanctuary spell that lasts until the start of his next long rest (the spell can end early as normal). The saving throw (DC 21)
Quivering Palm: Chuck can set up lethal vibrations in someone's body. When he hits a creature with an unarmed strike, he can spend 3 ki points to start these imperceptible vibrations, which last for 30 days The vibrations are harmless unless he uses his action to end them. To do so, Chuck and the target must be on the same plane of existence. When he uses this action, the creature must make a Constitution saving throw(DC 21). If it fails, it is reduced to 0 hit points. If it succeeds, it takes 55 (10d10) necrotic damage.
Chuck can have only one creature under the effect of this feature at a time. Chuck can choose to end the vibrations harmlessly without using an action.
Slow Fall: Chuck can reduce any falling damage he take by 100
Ki Empowered Attacks. Chucks attacks are magical for overcoming resistances and immunities.
Quickened Healing: As an action, Chuck can spend 2 ki points and regain 12 (1d12+6 )hitpoints
Wholeness of body(1/day): As an action, Chuck can heal 60 hit points.
Multiattack: Chuck can make 2 unarmed strikes or 2 dart throws as an action.
Unarmed Strike: Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 13 (1d12 + 7) bludgeoning damage.
Dart Throw: Ranged Weapon Attack: +13 to hit, range 60 ft., 1 target. Hit: 13 (1d12 + 7) slashing damage.
Multiattack: Chuck norris can make 2 unarmed strikes as a bonus action. When he hits a creature with a bonus action unarmed strike, he can choose to impose one of the following effects to that creature(DC 21):
It must succeed on a Dexterity saving throw or be knocked prone.
It must make a Strength saving throw. If it fails, Chuck can push it up to 15 feet away from him.
It can't take reactions until the end of his next turn.
Patient Defense: Chuck can take the dodge action as a bonus action
Step of the Wind Chuck can take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
Deflect attack: Chuck can deflect or catch attacks when his is hit by ranged or melee attacks, reducing the damage by 1d10+27. If Chuck reduces the damage to 0, he can catch the attack, he then can spend 1 ki point to make a melee attack if the attack was in melee, or a ranged attack with a range of 60 using the weapon or piece of ammunition he just caught, making it with proficency regardless of weapon. The damage is either the damage of the thing he deflected, or 1d12+7, whichever one is higher.
Mage Slayer. When a creature within 5 feet of Chuck casts a spell, He can use his reaction to make a melee weapon attack against that creature. They then have to make a concentration check or the spell is lost (this is not at disadvantage).
Chuck can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Chuck Norris regains spent legendary actions at the start of his turn.
Whirlwind Kick: Chuck can spend 2 legendary actions to make an unarmed strike against every creature within 5 feet of him, and every creature hit by this attack makes a DC 24 strength saving throw or get pushed 15 feet away from him, knocked prone, and can't take reactions, or pushed 5 feet and don't get knocked prone on successful save.
Quickened Healing: As an action, Chuck can spend 2 ki points and regain 12 (1d12+6) hitpoints
Detect: Chuck can make a wisdom(perception) check.
Attack: Chuck can either make an unarmed strike or dart throw.
Description
Carlos Ray "Chuck" Norris is a master level monk who has reached peak physical and mental training and started his own Monk Dojo, Chun Kuk Do. He also became a famous actor, known for doing action plays and stunts. Many monks come to his Dojo for training and guidance as Chuck Norris is one of the most powerful people in the whole world with his godlike powers that transcend monk abilities.
Previous Versions
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