| STRENGTH | DEXTERITY | CONSTITUTION | INTELLIGENCE | WISDOM | CHARISMA |
| 27 | 20 | 20 | 18 | 20 | 25 |
(+8) | (+5) | (+5) | (+4) | (+5) | (+7) |
Rugged Hide. A Jinsim has a tougher body and can endure stronger hits. AC is 12 + your Dexterity modifier.
Powerful Build. Jinsim count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
Jinsim Magic. Jinsim can cast the Goodberry and Heroism spells with this trait. Once they cast either of these spells with this trait, they can’t cast that spell with it again until they finish a long rest. They can also cast these spells using any spell slots possessed.
Unarmored Defense. Li's AC gains a bonus equal to his Wisdom modifier, so long as he does not wear any armor.
Unarmored Movement. Li's movement speed increases by an additional 30 ft. (up to 60) while he is not wearing armor or wielding a shield. Additionally, he can move up vertical surfaces and across liquids on his turns.
Stunning Strike. When you land a hit on a creature, you can spend 1 ki point to make the target make a Constitution saving throw (DC 22). On a failure, the target is stunned until the end of your next turn.
Evasion. Any effect that allows you to make a Dex save only deals half damage to you on a failure, but if you succeed, you take no damage instead.
Leaf on the Wind. Slow Fall no longer requires a reaction. Li must simply be conscious. All fall damage is negated.
Stillness of Mind. Li can use an action to end one effect on himself that is causing him to be charmed or frightened.
Purity of Body. Li is immune to disease and poison.
Tongue of the Sun and Moon. Li can touch the ki of other creatures and understand whatever language they speak. Additionally, any creature that can understand any language, can understand Li.
Diamond Soul. Li has proficiency in all saves, and can spend 1 ki point to reroll a save if he wishes, but must use the second result no matter what.
Timeless Body. Li does not age, does not require food and water, and does not suffer from the frailties of age. He can still be killed, but will never die of natural causes or illness. Li can also not be magically aged.
Empty Body. Li can use 4 ki to become invisible for 1 minute. While invisible in this way, he is immune to all damage except force damage. He can spend 8 ki points to cast astral projection without needing material components or a spell slot. This is only useable on himself.
Destructive Stride. When Step of the Wind is used, speed increases by 20 ft. for that turn only. When you move within 5 ft. of someone in this turn, that creature takes 1d12 elemental damage of your choice. Only one creature per turn can take this damage.
Empowered Strikes. Once per turn, you can deal extra damage to a target, equal to 1d12. This damage is applied through an Unarmed Strike. The damage type is the same.
Elemental Epitome Resistance. You gain resistance to one damage type per turn. At the start of a turn, you can change which resistance you get.
Perfect Self. Any time Li rolls for initiative, and has no ki left, he automatically regains 4 ki.
Unleash Incarnation. Whenever Li takes an attack action, his echo can make one attack from the echo's position. This feature can be used a number of times equal to Li's Constitution modifier.
Echo Avatar. Temporarily transfer consciousness to an echo. As an action, Li can see through its eyes and hear through its ears. During that time, Li is deafened and blinded. This effect can be sustained for up to 10 minutes. You can end the effect early, at not action cost, at any time. While this effect is active, the echo can be maintained up to 1,000 ft. without being destroyed.
Shadow Martyr. Li can use a reaction to teleport his echo within 5 ft. of an ally, to take the attack in their stead. Once this feature is used, Li must complete a short or long rest before it can be used again.
Reclaim Potential. If Li's echo is destroyed by taking damage, Li gains a number of temporary hit points equal to 2d6 + Con. This feature can be used a number of times equal to his Con modifier.
Legion of One. Manifest Echo now creates two echoes. When Li rolls initiative, and no uses of Unleash Incarnation are left, he can use the feature one additional time.
Multiattack. Li makes four melee attacks per attack action.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 14 (1d12 + 8) bludgeoning damage plus 2 (1d4) bonus damage to a grappled target.
Sweeping Cinder Strike. At the cost of 1 ki point, Li delivers a sweeping roundhouse kick, projecting fire from the kick. All targets in a 15 ft. cone originating from his space must make a Dexterity saving throw. On a failure, they take 14 (1d12+8) bludgeoning and 10 (3d6) fire damage. On a success, half as much damage.
Water Whip. At the cost of 2 ki points, Li forms a whip made of water, to strike at a foe, and push or pull the creature to unbalance it. A target creature must be within 30 feet. The target makes a Dexterity saving throw. On a failed save, the creature takes 16 (3d10) bludgeoning damage, plus an extra 6 (1d10) for each additional ki point spent. Additionally, the creature can either be knocked prone, or pulled 25 feet closer. On a success, half as much damage, and no additional effect.
Avatar of the Elements. At the cost of 5 ki points, Li forms a protective sphere around himself, gaining the following benefits for 1 minute:
- Resistance to all elemental and martial damage.
- A burrow, fly, and swim speed equal to his movement
- As a bonus action, create a 15 ft. radius earthquake around you (Dex save, 1d6 damage, prone to targets in the area)
- As a bonus action, create a 15 ft. long line of fire extending from you (Dex save, 3d6 fire, or half)
- As a bonus action, create a 15 ft. cube of wind within 60 ft. (Con save, 1d10 damage, or half, 10 ft. push from center)
- As a bonus action, create a 15 ft. cone of ice from you. (Con save, 2d6 cold, or half, half movement if failed)
Bonus Actions:
Tavern Brawler. Whenever an unarmed strike hits a creature, a bonus action can be used to attempt to grapple the target.
Flurry of Blows. As a bonus action, spend 1 Ki point to make two more Unarmed Strikes.
Patient Defense. You can take the Dodge action as a bonus action on your turn. Additionally, you can spend 1 ki point to take the Disengage & Dodge action as a bonus action on your turn.
Step of the Wind. You can take the Disengage or Dash action as a bonus action on your turn. Additionally, you can spend 1 ki point to take the Disengage & Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Hidden Step (1/short rest). As a bonus action, Jinsim can magically turn Invisible until the start of their next turn or until they attack, make a damage roll, or force someone to make a saving throw.
Manifest Echo. Magically manifest an echo of self in an unoccupied space within 15 ft. The Echo has an AC of 20, 1 hit point, and immunity to all conditions. On Li's turn, he can command the echo to move up to 30 ft. in any direction (no action). If the echo is ever more than 60 ft. away from Li, it is destroyed. Additionally, on subsequent bonus actions, Li can swap places with his echo at no cost of additional movement.
Reactions:
Deflect Missiles. When the target of a ranged weapon attack, you can use your reaction to try to deflect or catch the attack. When you do so, the damage you take is reduced by 1d10 + Dex + monk level. If you reduce the damage to 0, you catch the missile, and if it is small enough for you to hold in one hand, you can spend 1 ki point and throw it back as part of the same reaction. You make this attack with proficiency, and the missile counts as a monk weapon, which has a normal range of 20 ft., and a long range of 60 ft.
Slow Fall. When you fall, a reaction can be used to reduce any fall damage taken by an amount equal to 5 times your monk level.
Movement (1 Action): Li moves up to his movement speed.
Unarmed Strike (1 Action): Li makes one unarmed strike against a target in range.