Base Class: Barbarian
The way of the Zetto Warrior is one of brute force martial art. Those who practice it have left behind the normal pursuits of civilisation and devote themselves solely to the training of their fists and inner power of their spirit.
Few have heard of these legendary warriors and even fewer have seen them. Elves claim to have been the first practitioners of this art, but its true origins are cloaked in mystery. All seem to agree, however, that its beginnings lie in a small demi-plane whose king teaches those who travel the great distance to his world and who are deemed worthy.
Credit to u/CorruptedSmurf
Martial Arts
Starting at 3rd level, when you adopt this path, you have perfected the use of ki and martial arts to use effectively in combat. You gain the following benefits while you aren't wearing armour or wielding a shield:
- You can roll d4 in place of the normal damage of your unarmed strikes. This die increases to d6 at 5th level, d8 at 11th level, and d10 at 17th level.
- When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action
Ki Points
- You gain a number of ki points equal to your Barbarian level. You can't gain more ki points if you would gain them from another class. They do not stack. However, you can still spend ki points granted by one class to use abilities from another class.
Hollow Leg
Your metabolism and amount of strain you put on your body has increased to a level far beyond that of normal humanoids. At 3rd level when you adopt this tradition, you require at least four rations a day to sustain you.
World King Fist
At 3rd level when you adopt this path, you gain the ability to use ki to go beyond your physical limits, however, this takes a tremendous toll on your body.
When you enter your rage, you can spend 1 ki point to begin using World King Fist. This also consumes 1 ki point and 1 hit die at the end of each of your following turns. While you use World King Fist, you get the following benefits (in addition to your normal rage) if you aren't wearing armour or wielding a shield:
- You gain a bonus to your Unarmored Defense equal to your Strength modifier (minimum of +1).
- You roll one additional damage die when rolling damage for your unarmed strikes.
- Your unarmed strikes score a critical hit on a roll of 19 or 20.
This lasts until you run out of hit die, run out of ki, or until your rage ends.
Hidden Knowledge
Starting at 3rd level when you adopt this tradition, you, gain two secret Zetto Techniques.
You gain another technique at 6th level, 11th level, and 17th level. Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique that you could learn at that level.
True Inner Power
Beginning at 6th level, you draw out any remaining ki and vitality that you have in the deep recesses of your body with a fierce battle cry that shakes the very earth beneath your feet.
As an action, you regain 1d4 +1 ki points and hit die. You can't regain more ki points or hit die than your maximum. This increases to 2d4 +1 at 17th level.
If you use this feature while raging, it prevents you from ending your rage, losing ki points, or losing hit die at the end of your turn.
You must finish a long rest before you can use this feature again.
Undying Resolution
Beginning at 10th level, your determination for victory is so intense; you refuse to give up even when defeat seems inevitable.
When you succeed on a death saving throw, regain 6d4 hit points, 1d4 ki points, and 2 hit die.
You must finish a long rest before you can use this again.
Path of the Eternal One
Beginning at 14th level, you have reached a power that was considered only myth, as it has not been achieved in more than one thousand years. Unleashing a great amount of ki, you undergo a transformation of such power, it’s near impossible to maintain.
As an action, spend 6 ki points to channel all your abilities into a burst of power. This also consumes 3 ki point and 2 hit die at the end of each of your following turns. You can use this feature and World King Fist at the same time. You gain the following benefits while you aren't wearing armor or wielding a shield:
- You have advantage on all saving throws.
- You have resistance to all damage.
- You can attack three times with unarmed strikes, instead of twice when you take the Attack action on your turn.
- You gain a bonus to your unarmed strikes attack and damage rolls equal to your Proficiency modifier.
- You levitate 1 foot of the ground, ignoring all difficult terrain.
This lasts until you are knocked unconscious, run out of hit die, run out of ki, or end it as an action.
When this feature ends, you can’t move or take .actions until after your next turn, as a wave of lethargy sweeps over you. In addition, you must succeed on a DC 20 Constitution saving throw or suffer one level of exhaustion (as described in appendix A).
If this feature causes you to lose more hit die than you have remaining, you take 3d20 force damage and suffer two levels of exhaustion.
Zetto Techniques
If a Zetto Technique has prerequisites, you must meet them to learn them. You can learn the technique at the same time that you meet the prerequisites. A level prerequisite refers to your class level.
Afterimage Dash
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn.
Afterimage Strike
(Prerequisite: Afterimage Dash) After you take the Dash action, you can create blurred illusions that appear to completely surround a creature within 5 feet of you for a brief moment. Any melee attacks you make that turn have advantage.
Close Combat Fighter
You have advantage on melee attack rolls against creatures you are grappled with.
Devastation Wave
You can hurl a searing beam of magical energy at a target you can see. You gain a ranged spell attack that you can spend 1 ki point to use with the Attack action. The attack has a range of 30/60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is 2 die that corresponds with your unarmed strike die, granted from your Martial Arts feature.
When you use the Attack action on your turn to use this special attack, you can immediately spend 2 ki points to make two additional attacks with it as a bonus action.
Fists of Fury
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.
Fists of Iron
As long as you have at least 1 ki point, when you take the Attack action, your unarmed strikes count as both unarmed strikes and as melee weapon attacks with the finesse property.
Grapple Expertise
(Prerequisite: Proficiency in Athletics) Your proficiency bonus is doubled for any ability check that uses the Athletics skill. Additionally, when you make a Strength (Athletics) check to grapple, you can replace the number you rolled with a 15. Once you use this ability, you can't use it again until you finish a short or long rest.
Kaiken Dash
When you make an attack of opportunity on an enemy caused by them moving away no more than twice your speed, you can spend 2 ki points after they stop moving to dash behind them at such a speed, you appear to teleport. You can make one more attack of opportunity once you are next to them.
Ki-Fuelled Blows
(Prerequisite: Level 6)
Your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Razor-Sharp Ki
You gain the ability to emit a short burst of ki from your fists to attack your foe, even if you don’t make contact with them. When you miss a creature with an unarmed strike, you can use our reaction and spend 1 ki point to reroll the attack roll. You must use the new roll for that attack and you don't add any modifiers to the damage of the attack unless it’s negative.
Sense Ki
(Prerequisite: Proficiency in Perception)
As the power of your ki pulses through you, you start to reach out beyond your senses and feel the presence of life around you. While raging, you can gain blindsight of a 60 ft. radius as an action, until your rage ends.
Sky Dancing
(Prerequisite: Level 9)
While raging, you can spend 3 ki points as a bonus action to gain a flying speed equal to 15 feet plus your walk speed till the end of your next turn.
You can extend the duration by one round if you expend 2 extra ki points.
Spirit Blast
Gathering the essence of your very spirit to your touching fingertips, you hurl it towards your foe with devastating force.
Make a ranged attack of 60 feet against the target and expend one hit die. You can expend any number of additional hit die when you attack to increase this attacks damage.
On hit, the target takes 2d12 radiant damage, plus 1d12 for each extra hit die spent. If you are at least 30 feet above your target, you make the attack roll with advantage.
This attacks damage increases by 1d12 when you reach 5th level (3d12), 11th level (4d12), and 17th level (5d12).
Tough Arms
When you are hit with an attack you can see, you can use your reaction to reduce any nonmagical bludgeoning, piercing, or slashing damage by a number equal to your Strength modifier.
Wolf Fang Fist
Before you make an attack roll with an unarmed strike, you can choose to roll with disadvantage. If your attack roll hits, add an extra damage die to the damage roll.
Previous Versions
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8/25/2019 2:42:07 PM
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