Base Class: Monk
The monks of this discipline focuses on mastering Ki. However, they do not do this through scripture or literature. They learn from experience and relying on their instincts. Seeking to harness and control this energy, these monks often travel to different planes only to move on to the next, never stopping to settle down. The belief that there is no destination, only the journey, plays a significant role in this discipline. They live at the moment, never looking too far ahead, nor too far back. Because of this, no two monks of this path truly follows in the footsteps of another. They have learned that the flow of Ki is subjective to whom or whatever it resides in, thus understanding that one should focus on mastering the Ki within themselves. This mastery of their own Ki allows them to regenerate their Ki faster than those of other disciplines. The level of control these monks have over their Ki enables them to channel part of their Ki out of their body to form an entity that functions autonomously, often referred to as a Ki Guardian.
Ki Sense
Starting at 3rd level, read the ki of a creature to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Ki Clone
Starting at the 6th level, once a day, as an action, you may spend 4 Ki points to summon a clone of yourself comprised of your own Ki within 60 ft of you. Because this physical representation of you is formed by your Ki, the clone is physically identical to you and has the same personality, memories, abilities, and feats, but does not have the benefits given to you by your equipment. However, the clone only has hitpoints equal to half of your full hitpoints plus your constitution modifier. You may choose to absorb the clone as a bonus action to regain 2 Ki points or heal for 1d8 of your hitpoints. If the space where the clone would appear is occupied by other creatures or objects, or if there isn't enough space for the clone, the clone does not manifest This clone's bond to you is so strong, you share its senses with yourself. This clone remains active for 4 hours, until you unsummon it, it's hitpoints hit 0, or if you die.
Ki knowledge
Also by 6th level, you have learned to read the residual Ki of an object or place to read echoes of the past. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
Ki Awareness
Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and the study of Ki. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.
Ki Guardian
Starting at the 11th level, once a day, you may take an action and use Ki points to summon a beast-type creature/monster up to a maximum of CR 4 anywhere within a 60ft radius sphere of your current position. The amount of Ki points required is equal to the CR of the summoned creature. Once this skill is used, it can only be used again after 24 hours have passed or I you take a short/long rest. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the creature does not manifest.
CR 1:
- Ki 1
- Summoned creature will last 6 hours, until it's hitpoints hit 0, or the caster dies or is incapacitated.
CR2:
- Ki 2
- Summoned creature will last 4 hours, until it's hitpoints hit 0, or the caster dies or is incapacitated.
CR3:
- Ki 3
- Summoned creature will last 2 hours, until it's hitpoints hit 0, or the caster dies or is incapacitated.
CR4:
- Ki 4
- Summoned creature will last 60 minutes, until it's hitpoints hit 0, or the caster dies or is incapacitated.
Ki Manipulation
Upon reaching 17th level, you’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.
If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Wings of Ki
Starting at the 17th level, as an action, you may spend 2 ki points to summon wings, which will let you fly at your full movement speed; they also allow you to hover. They will last till you dispel them, drop below 10 hp, or sleep.
Diving Charge: If you are flying and dive at least 30 feet straight toward a target and then hit it with an attack, that target must succeed on a DC 14 Strength saving throw or be knocked prone.
Flyby: You do not provoke opportunity attacks when it flies out of an enemy's reach.
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