Monk
Base Class: Monk

Way of the Ki-nesis monks know ki like no other. These monks have no monastery to their name for that would be too much of a distraction. Practitioners of this tradition have no religious institutions; they spend their entire lifetime, sometimes multiple, focusing on nothing but ki. What ki is. How it affects us. Ways we can use it. What makes us different from ki? Ki-nesis monks are the only people who have discovered what ki truly is, making them foes you wish to never face in battle.

Ki Mastery

When you choose this tradition, you learn to manifest constructs of ki, as well as sense it. You gain the following abilities:

  • Ki Fist: You can spend 1 ki point as an action to conjure a giant ki fist to strike one creature of your choice within 5 feet. Once hit with this attack, a creature must make a strength saving throw against your ki save dc or take 2d8 + your monk level amount of radiant damage and be pushed back 10 ft. On a success, they take half as much damage and suffer no displacement. This damage increases by 1d8 for each ki point that you spend:  3d8 + your monk level for 2 ki points , 4d8 + your monk level for 3 ki points, and maxes out at 5d8 + your monk level for 4 ki points.
  • Ki Sense: As a bonus action you can gain the ability to sense all organic matter within 60 ft. While using Ki Sense, your vision goes black and all lifeforms within 60 ft of you are highlighted in the color of your ki. Creatures you can sense with this ability also reveal their exact location, heartbeat, blood pressure, respiration, perspiration level, precise movements, and other minute details such as whether their eyes are closed or not. Inorganic material is completely unseen by you for the duration.

Empowered Ki

At 6th level,  you learn to use ki to enhance your physical capabilities. You gain an additional reaction per round, as well as the following abilities:

  • When using your Ki Fist ability, instead of striking the creature, you can choose to grab them. The chosen creature must make a strength saving throw against your ki save dc or take half of the normal Ki Fist damage (rounded down) and become restrained. The creature can use it's action to make this saving throw on each of its following turns to end the effect. On a success, the creature takes one-third of the normal Ki Fist damage (rounded down) and isn't restrained. 
  • When another creature hits you with a melee attack, you can expend a ki point to use a reaction and add your Wisdom modifier to your AC for that attack, potentially causing the attack to miss you.

Enhanced Ki Fist

At 11th level, you learn to enhance your Ki Fist, making it more versatile in combat. You gain the following abilities:

  • After successfully capturing a creature in your ki fist, as a bonus action you can throw the creature up to 20 ft any direction you choose. This can be done immediately following the success or on any turn the creature is still restrained in the hand if you're within 5 feet of it. If it hits an object or another creature, this does 1d10 bludgeoning damage to the thrown creature and the creature it hits if applicable. This damage increases by +5 for each size category above small.
  • You can expend two reactions to make one unarmed strike

One with Ki

After mastering what it means to use ki, you learn that there is no difference between ki and yourself. You gain access to One with Ki:

One with Ki: As the ultimate display of your mastery of ki, you can spend 5 ki points as action to transform into pure ki energy. Your body is now a glowing embodiment of your ki. Your Ki Sense now has a range of 120 ft and can discern inorganic matter. Also , you gain access to the following abilities:

  • Ki Barrage: As a reaction, you can make one unarmed strike.
  • Formless: As a bonus action, you can spend 2 ki points to dissipate into thin air and reappear in an unoccupied space you can see within 30 ft.
  • One without Ki: As an action, you can spend 3 ki points to drain creatures of their ki. Chose up to six creatures within 60 ft of you. Each target must succeed on a Wisdom saving throw or be functionally under the effects of the Slow spell. A creature affected by this ability makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
  • Ki Consumption. When a creature within 10 feet of you is reduced to 0 hit points, you can use a reaction to regain 2 ki points.

This form ends after 10 minutes or if you fall unconscious. 

Previous Versions

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