Monk
Base Class: Monk

A Ki Warrior has become completely in control of their energy residing within and able to manifest it.

Focus Your Energy

Beginning at 3rd level you may focus and charge your energy within. As an action you may gain a number of temporary Ki points equal to your Wisdom modifier + Proficiency. All these Ki points dissipate at the end of a turn that any Ki is used or you rest. You can use this ability once per short or long rest.

Ki Discharge

Starting at 3rd level, the Ki Warrior can channel his ki into energy blasts. You can use your action to use one of the following abilities. The maximum number of ki points you
can spend per ki discharge is determined by your monk level. Starting at 2 ki when gaining this feature, this increases to 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level.

  • Ki Powered: When you make an attack roll you can expend 1 Ki point to increase the damage of the attack by another dice. You can spend extra ki on this attack to increase the damage by 1 additional dice per 1 ki point.
  • Ki Blast: Make a range spell attack with up to 30 feet. On a hit the target takes force damage equal to your Martial Arts die + Dexterity modifier. 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. You can spend extra ki on this attack to increase the damage by 1 additional dice per 1 ki point.
  • Ki Bomb: Spend 2 ki to launch a blast of energy at a point within 60 feet. The blast explodes in a 15 foot cube, each creature in the area must make a Dexterity saving throw dealing 3d8 force damage on a failed save or half as much damage on a successful save. You can spend extra ki on this attack to increase the damage by 1d8 per ki point.
  • Ki Wave: Spend 2 ki to create a beam of energy that covers a 5 by 30 foot line originating from your space. Each creature in the area in order of first contact must make a Strength saving throw, taking 3d10 force damage on a failed save and being knocked prone or half as much damage and stopping the wave on a successful save. You can spend extra ki on this attack to increase the damage by 1d10 per 1 ki point.

Flight

At 6th level, you gain the ability to use your Ki for the power of flight. By spending 2 Ki points as a bonus action you can gain a flight speed equal to your walking speed for a number
of rounds equal to your Wisdom modifier + Proficiency. You may choose to extend this effect one additional round by spending 1 Ki point.

Flash Step

At 11th level, gain the ability to transport yourself in the blink of an eye. As a bonus action by spending 3 points of Ki you may choose one unoccupied square up to 120ft away that you can see, or have before, and teleport over to that square. If you cannot see the square, but have seen before, and are attempting to teleport to it while it’s occupied the ability will fail and your ki will not be spent. If there is an enemy in an adjacent square to one you’ve teleported to you may make an unarmed melee attack with advantage as a reaction to teleporting. This attack deals an extra Martial Arts die.

Ascend Your Power

At 17th level you can force Ki to flow through your body and instill you with amazing power. By spending 10 ki points you will unlock your Ki throughout your body until all Ki is expended or for 1 minute. While in this form you gain the following effects:

  • Your Strength, Dexterity, Constitution, and Wisdom stats will increase by +2 and may exceed the stat cap for the duration of this ability.
  • Flight will no longer cast any Ki to use or maintain.
  • You may add your Wisdom Modifier to the damage of all Ki Discharge abilities.
  • If having used Focus Your Energy during the current encounter you may choose to create an Ultimate Attack. You must expend all temporary and regular Ki that you currently have in your pool directly after using you expel all of your energy that will affect all creatures in a 30ft radius centered on you. Each creature affected by this ability must make a Dexterity saving throw. On a failed save they will take 1d12 force damage for each point of Ki that was used. On a successful save they take half as much.

Upon using the Ultimate Attack you will immediately exit your Ascended Power Form and have disadvantage on saves and attacks made on you will have advantage until your next turn.

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