Base Class: Monk
Way of the Z-Warrior pulls out your inner potential, allowing for a greater understanding of Ki manipulation.
Sense Energy
At 3rd level, the presence of someone's energy radiates like a soothing touch. As an action you can open your awareness to detect an individuals chi energy. Until the end of your next turn, you know the location of any creature with a soul (fiends, plants and Constructs cannot be sensed, and curtain undead such as zombies and ghouls etc. DM's discression.) within 60 feet of you, that is not behind total cover.
You can also sense if a creatures chi energy is good or evil. You can use this feature a number of times equal to 1+ your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Improved Ki
Starting at 3rd level your understanding of Ki manipulation deepens allowing you to tap deeper into yourself and pull out greater strength. From this point on you add your wisdom modifier + your monk level to determine the amount of ki your get per level.
Ki Techniques
Staring at 3rd level you learn three ki techniques. You gain two additional techniques every other level (7, 10 and 15th level.) If a ki technique has an attack to it, it increases in power based off your martial arts die listed in the monk table using your wisdom for attack and damage.
Armor Training
Your Unarmored Defense now becomes 11 + Dexterity modifier + Wisdom modifier)
Death Beam
You channel your Ki though the tips of your fingers to create beams of radiant energies. Make a ranged attack using your wisdom modifier against the target up to 60 ft. On a hit, the target takes radiant damage equal to your martial arts die. When you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Dig Deep
When you deal damage to a creature with your Ki Blast feature, you can expend one of your Hit Dice and roll the die. You deal bonus damage to one affected creature equal to the result of the roll.
Distructo disk
You channel you Ki into a razor sharp disk that you throw at a creature. The disk is able to slice through any mundane item or materials that isn't being worn or carried.
Make a range attack using your wisdom modifier up to 60 ft. On hit the disk radiant damage equal to your martial arts die. When you reach higher levels you create additional disks: two disks at 5th level, three disks at 12th level, and four disks at 17th level.
In addition if you use this technique on an object that isn't being worn or carried, the damage is maximized.
Energy Wave
During your turn, you may forgo your attack action and send a wave of explosive ki from your hands searing your foes in radiant energies, spending up to 5 ki points. Each creature in a 15ft cone must make a dexterity saving throw or take radiant damage equal to your martial arts die for each ki point spent adding 1 extra die (IE if you spend 5 ki the damage is 5d4 radiant), or half as much on a successful save.
Flash Strike
As an action and by spending up to 5 ki; you snap your fingers launching forward an invisible explosion from 60 feet away targeting a single creature. The creature must succeed on a Dexterity saving throw or take force damage equal to your martial arts die for each amount of ki used. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.
Flight
As an action you can spend 3 ki to gain a fly speed equal to your walking speed for 10 minuets.
Instant Transmission
As a bonus action and 2 ki you can instantly vanish and reappear 30 feet to a spot you can see or envision without provoking opportunity attacks. If the spot you choose is blocked by a creature or solid object you appear next to the closest spot to the targeted location. In addition you can spend additional ki to increase the range of which you can move by 30 feet.
Ki Beam
As an action you can charge up a beam of shimming radiant energy in a 100 foot line and 5 foot wide, by using 1 ki (Maximum of 5) Creatures in the way of the beam must succeed on a dexterity saving throw or take radiant damage equal to your martial arts die plus the amount of ki put into the technique. On a success creatures take half as much damage.
Ki Blast
Tapping into your Ki you gain the ability to make balls of light in the palm of your hands sheading bright in a 10 foot radius, and dim light for another 10 feet. In addition you may throw the balls of light making a ranged attack with a range of 30 feet dealing force damage on hit. The damage is equal to your martial arts die.
Ki Blast Thrust
For every attack you make with your unarmed strike, you can spend 1 Ki per attack to empower your attacks, increasing the range by 5 feet and allowing you to add your proficiency bonus to the damage.
Seeking Ki Blast
Prerequisite -Ki Blast
As an action and 1 ki,; you can launch multiple smaller ki blasts out of your hands that seek out a creature. The ki blasts deal 1d4+1 radiant damage, these automatically hit unless the target is behind full cover. In a addition you may spend additional ki (Maximum 5) to deal an extra 1d4+1 radiant damage.
Solar Flare
As an action, you may spend 2 ki points to cause a blinding flash of radiant light in front of you. Each creature in a 15 ft cone to make a constitution saving throw or be blinded for 1 minute. Creatures may remake the saving throw at the end of each of their turns.
Spirit Bomb
Perquisite: Must be Good Aligned
As an action you focus all of your energy and the energy around you to channel a massive ball of radiant energy over your head. You are considered incapacitated and your move speed is reduced to 0 until the start of your next turn but able to speak for the round while the ball hangs above your head. On your next turn, you may throw the ball up to 150 feet the creature must make a constitution saving throw or take radiant damage equal to the amount of Ki you put into the Spirit Bomb, on a successful save the creature takes half damage. You may also keep holding onto the spirit bomb to gather more energy from your allies, doing so you remain incapacitated and your move speed remains 0.
Your allies may help you with this attack. As an action on their turns, adding 1 ki to the strength of your spirit bomb .
Spirit Shield
As an action you spend 2 ki, you conjure a shimmering translucent barrier in front of you. The barrier occupies 5 feet till the start of your next turn, the barrier grants you half cover so long as you are behind of the barrier. If a creature touches the barrier you may make an unarmed strike against that same creature (you may also use a ranged attack ki blast if you took that technique)
Take My Energy
On your turn, you can use a Bonus Action to spend your own hit dice to heal another creature. You roll up to your proficiency modifier in hit dice and add your constitution modifier to the roll healing the target for that amount.
Tri-Beam
You focus your Ki through your hands and shot out a blast of pure energy to pin your foe down. By spending up to 5 ki you make a ranged attack using your wisdom up to 30 feet dealing force damage equal to your martial arts die plus the amount of ki put into the attack adding 1 extra die (IE If you use 5 ki you deal 5d4 force damage) in a 15 foot cube centered on the target. Creatures inside the cube must succeed a strength saving throw or take damage and fall pron. On a successful save the creatures take half damage and are not knocked prone.
Energy Charge
At 6th level you can spend your action to regain 1D4 Ki points back. At level 12 its 2D4 and at Level 20 its 3D4. Can only be used once during initiative. Once used you must complete a long rest before using this feature again.
After Image
At 11th level you are able to react to a situation with lightning fast speed leaving behind a duplicate of yourself within 5 feet of your current position. As a reaction when an attacker targets you with an attack that you can see, you can use your reaction to impose disadvantage potentially avoid the attack all together.
Full Power
At level 17 when ever you spend ki on a technique that deals damage, you can maximize the damage. You can do this once for free, but every time after you must success a constitution saving throw, DC 20 or suffer the same amount of damage, or half as much on a success.
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