Base Class: Monk
Some of the more isolated monk temples in the world have dedicated their lives to the focused study and mastery of ki. These secrets are well guarded, and only a select few monasteries practice their mysterious ways. These special techniques are focused on amplifying the user's abilities beyond what should be possible, and extending their ki into powerful waves of force energy.
Way of the Ki Master Features
| Monk Level | Feature |
| 3rd | Ki Mastery |
| 3rd | Energy Wave Technique |
| 6th | Cloud Dancing Technique |
| 11th | Amplify Body Technique |
| 17th | Unlocked Potential |
Ki Mastery
Starting when you choose this tradition at 3rd level, your mastery of ki over all else grants you access to ki within your body that most monks are unaware of. This additional ki resource starts as an additional point at 3rd level and increases with every odd monk level. These can be spent in combination with the standard array of ki points.
Energy Wave Technique
Starting when you choose this tradition at 3rd level, you can hurl waves of pure force energy at your impending enemies.
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, increasing to 60 feet at 11th level. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is force, and its damage die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table, but doubled. As with many other ranged attacks, using this technique in melee range imposes disadvantage on the attack roll.
When you take the Attack action on your turn and use this special attack, you must spend 1 ki point.
This special attack can be charged up by using the Attack action on your first turn (costs 1 ki), and released by using the Attack on your second turn (costs 1 additional ki). When releasing a charged energy wave as an attack, roll triple the dice and add the standard modifiers. If you are attacked during the charging of the technique, you must succeed in a concentration check or lose the charge and the ki point along with it. The second ki point is only spent if the attack succeeds in being cast.
Cloud Dancing Technique
At 6th level, you gain the ability to channel your ki into keeping yourself aloft. You can spend 3 ki points to cast the fly spell on yourself as an action.
Amplify Body Technique
At 11th level, you gain the ability to erupt ki from you soul and envelop your body, empowering it. As an action, you amplify both your damage and speed for 1 minute, costing 2 ki.
You can increase the technique's power by spending additional ki points. This can be multiplied safely up to your total WIS modifier, but each point beyond that will grant you points of exhaustion. The exhaustion does not apply until the technique's duration is over. This technique cannot be used again until you complete a short or long rest.
Amplify Body Technique Empowerment Table
| Multiplier | Ki Spent | Damage | AC Bonus | Movement Speed |
| x1 (0 WIS) | 2 | +1d4 | N/A | N/A |
| x2 (+1 WIS) | 4 | +1d4 | +1 | +5ft. |
| x3 (+2 WIS) | 6 | +1d6 | +1 | +5ft. |
| x4 (+3 WIS) | 8 | +1d6 | +2 | +10ft. |
| x5 (+4 WIS) | 10 | +2d4 | +2 | +10ft. |
| x6 (+5 WIS) | 11 | +2d4 | +3 | +15ft. |
| x7 (+6 WIS) | 12 | +2d6 | +3 | +15ft. |
| x8 (+7 WIS) | 13 | +2d6 | +4 | +20ft. |
| x9 (+8 WIS) | 14 | +2d8 | +4 | +20ft. |
| x10 (+9 WIS) | 15 | +2d8 | +5 | +25ft. |
Unlocked Potential
Your mastery of ki within your body unlocks your true potential, radiating your ki in the form of an aura and granting permanent enhancements to some of your base monk abilities. The color of this aura is determined by the player, and typically reflects their character's personality or destiny. This aura can also be hidden or exposed at will, requiring only a thought.
The ki aura is also treated as a light source, giving off a 30ft. radius of light and a 60ft. radius of dim light. You also gain the following enhancements:
- Flurry of Blows can now be amplified, adding additional unarmed strikes at the cost of additional ki.
- 1 ki: 2 unarmed strikes (normal)
- 2 ki: 3 unarmed strikes
- 3 ki: 4 unarmed strikes
- Step of the Wind now counts as both a disengage and a dash for the same ki cost. Additional jump distance still applies.
- Patient Defense allows you to trigger the Dodge action as a reaction, but at the cost of 4 ki. Dodge can still be used as a bonus action for the cost of 1 ki.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/8/2019 6:06:19 PM
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14
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1
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1.0
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Coming Soon
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2/8/2019 9:16:26 PM
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44
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1
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1.1
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Coming Soon
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