Base Class: Barbarian
All barbarians harbour flames of wrath and fury within them. This flame can sometimes be ignited to increase their speed, strength and durability. The Path of the Ki Warrior uses spiritual energy similar to a Monk to push this even further. Whilst a Monk may unlock their ki through meditation and patience, a Barbarian unlocks theirs through pushing their body to the uppermost limit, rigorously training their body constantly. For this reason, many ignore training with weapons in favour of using their body's raw power to overcome obstacles and enemies.
These Barbarians often train alongside Monks to hone their martial art skills and ki control so whilst their methods may differ, there are a lot of similarities between the two. When a Barbarian who has chosen this path rages, their ability to use ki gives them tremendous abilities that many perceive to be Godlike or Monstrous.
Ki Control and Wrathful Strikes
When you choose this path at 3rd level, the rigorous training and animosity required to unlock the mystic energy of ki has enhanced your ability to fight unarmed while raging.
Ki Control
Your access to the mystical energy of ki is represented by a number of ki points. The amount of ki you have is equal to your Barbarian level. When you spend a ki point, it is unavailable to be used again until your body has rested to regain its strength, you regain all uses of your ki after a Long Rest. Your ki control allows you to access several specialist actions known as Ki Techniques. You learn two Ki Techniques of your choice at 3rd level which are detailed under the "Ki Techniques" section at the end of the subclass.
Some Ki Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki Technique Save DC = 8 + your proficiency bonus + your Constitution modifier.
You learn one additional Ki Technique of your choice at 6th, 10th and 14th level.
If you would gain ki from another class, you cannot use that ki with the features provided with this class and vice versa.
Wrathful Strikes
While you are raging, you gain the following benefits so long as you are unarmed and you aren’t wearing armour or wielding a shield.
- You can roll a d4 in place of your normal damage for your unarmed strikes. This damage increases to a d6 at 6th level, a d8 at 10th level and a d10 at 14th level.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
- At the end of each turn, if you haven't attacked a creature or taken damage, you can expend one ki to prevent your rage from ending.
Limit Breaker
Starting at 6th level you learn to harness your animosity, allowing you to push past your ordinary ki limits at the cost of your own vitality. As an action, while raging, you can choose to take damage equal to your character level in order to regain ki equal to your proficiency bonus. You can only use this ability once per rage.
Overpowering Presence
At 10th level, you have honed your use of ki and rage to output an overpowering aura. You can use your action to overwhelm someone with your overpowering aura. When you do so spend 3 ki and choose up to three creatures you can see within 30 feet of you. If those creatures can hear or see you, they must succeed on a Wisdom saving throw (DC = 8 + your Proficiency Bonus + you Constitution Modifier) or be stunned by your overpowering presence until the start of your next turn. This effect ends if the creature takes damage.
Furious Ascension
When you reach 14th level, your mastery of your inner rage and ki allows you to push your body past its ordinary limits. When you begin raging, you can expend 5 ki points to enter an Ascended Rage.
Ascended Rage
When you enter your Ascended Rage, you gain a golden aura, your eyes turn a piercing light blue, your hair turns golden and spikes up and your veins start to glow with a vicious golden hue.
- You gain an extra attack when you take the Attack action with Unarmed Strikes.
- Your Unarmed Strikes score a critical on a 19 or 20.
- All of your Ki Techniques deal additional damage equal to your Proficiency bonus.
- Your Armour Class increases by an amount equal to half your Strength Modifier (rounded down).
Using this state puts a tremendous amount of stress on your body. When your rage ends, either take damage equal to your Character level or you suffer one level of exhaustion.
Ki Techniques
The Ki Techniques are listed in alphabetical order. If a technique requires a level, you must be that level in this class to learn the technique. Unlike spells of other classes, these Ki Techniques can be used while raging and some give you a bonus effect if they are used while you are raging. When you learn a new Ki Technique, you can choose one of the techniques you know and replace it with another technique that you could learn at that level.
All Ki Techniques also require you to have free use of at least one hand to perform.
Afterimage Technique
You can spend 3 ki point to take the Dodge action as a bonus action on your turn. After you do so, you create three blurred illusory images of yourself that mimic your movements until the start of your next turn. While these illusory images are present, all attacks you make are made with advantage.
Destructive Ki Wave
Prerequisite: Ki Blast Technique
You have learned how to focus your ki into beams of pure radiant energy that fire in a straight line. As an action. you can spend 2 ki to focus your ki into your hands and release a destructive ki wave in a 5 by 30 ft. line each creature within the area must make a Dexterity Saving Throw. The creature takes 3d6 Radiant Damage on a failed save, and half on a successful one.
While raging: you can increase the damage of this attack by 2d6 for each additional ki you spend on the attack up to a maximum of 3 ki points.
Devastating Ki Blast
Prerequisite: 6th level and Ki Blast Technique
You have gained the ability to release a sphere of devastating destructive power. As an action, you can spend 2 ki to magically create a sphere and launch it at a target location within 150 feet, at which point it explodes into a massive sphere of radiant light for a moment. Each creature within a 20-foot radius must succeed on a Constitution saving throw or take 3d6 Radiant Damage.
While raging: you can increase the damage of the sphere by 2d6 for each additional ki you spend up to a maximum of 3 ki points.
Fists of Steel
Your ki hardens your fists, causing their destructive power to increase. You gain a +1 to your attack and damage rolls with your Unarmed Strikes.
While raging: Your fists also have the Siege effect, causing your Unarmed Strikes to deal double damage to objects and structures.
Furious Flurry
Immediately after you take the Attack action on your turn, you can spend 2 ki to make two unarmed strikes as a bonus action.
Instant Ki Step
Prerequisite: 6th level
As a bonus action, you can spend 2 ki to teleport up to 30 feet to an unoccupied space you can see within range.
Ki Blast
You have gained control of your Ki and can manifest it into mystical balls of energy attack enemies at a distance. You gain a new option you can use for your Attack action. This new attack is a ranged spell attack with a range of 30 feet. You are proficient with it and you add your Strength modifier to its attack and damage rolls. Its damage type is Radiant, and its damage die is a d4. This die changes to match your Wrathful Strike damage die as you gain levels in this class.
While Raging: The range of these attacks becomes 60 feet.
Ki Blast Volley
Prerequisite: Ki Blast Technique
Immediately after you take the Attack action on your turn, using the Ki Blasts Technique, you can spend 2 ki to make two additional Ki Blasts as a bonus action.
While Raging: This only costs 1 ki to perform.
Ki Teleportation
Prerequisite: 14th level and the Instant Ki Step Technique
You have learned to harness to ki of the world to transport yourself and others making contact with your ki great distances. As an action, you can spend 9 ki to instantly transport you and up to four willing creatures of your choice that you are touching, or a single object that you are touching, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|---|---|---|---|---|
| Associated object | - | - | - | 01-100 |
| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
| Seen casually | 01-33 | 34-43 | 44-53 | 54-100 |
| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
| Description | 01-43 | 44-53 | 54-73 | 74-100 |
| False destination | 01-50 | 51-100 | - | - |
Familiarity. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Ki-Controlled Flight
Prerequisite: 10th level
Your mastery of your inner Ki has granted you the ability to use it to propel yourself off the ground. As an action, you can spend 5 ki points to gain a flying speed of 60 feet for 10 minutes. You can extend the duration of this by 1 minute at the cost of 2 ki points per additional minute spent in the air. This effect ends early if you take damage or damage another creature. If you are in the air when this effect ends, you fall to the ground.
While Raging: The effect of this Ki Technique isn't ended early by taking or inflicting damage.
Ki-Empowered Strikes
Prerequisite: 6th level
Your Unarmed Strikes count as magical for the purpose of overcoming resistance.
While Raging: You also gain a +1 to attack and damage rolls to Unarmed Strikes. This effect works in conjunction with Fists of Steel.
Press the Attack
When you make an Opportunity Attack against a target, caused by them moving no further than your walking speed, you can spend 1 ki to dash to within 5 feet of them as part of the same reaction. This movement still provokes opportunity attacks from creatures other than the target.
Wolf Fang Fist
You have trained in the art of attacking with sheer animosity, so much that you can shape your Ki to create sharp knife-like aura around your fingers when attacking. You can spend 1 ki to make the damage type of your Unarmed Strikes Slashing Damage until the end of your next turn.
While Raging: Your attacks also inflict necrotic damage equal to half your proficiency bonus (rounded down) as your ki seeps into the bleeding wound of the target creature. This ability has no effect on constructs or undead.
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