Monk
Base Class: Monk

Monks of the Way of the Ki learned to channel the magical energy into their own life energy creating their advance version of Ki. They teach the variety of ways their Ki can be used from launching projectiles made up of their Ki to even being able to glide around. It takes years for a monk to be able to further advance their Ki to this level and only a handful of monks actually make it towards Ki Masters. They must train in all forms of martial arts, meditate daily, and even master their Ki. These monks have learned that Ki is nothing more than an extension of their person and with this extension it allows them achieve incredible feats like flight, healing, and even ki infused attacks.

Ki Blast

Starting when you choose this tradition at 3rd level, you can hurl ki projectiles of magical radiance.

You gain a new attack option that you can use with the Attack action. The special attack is a ranged weapon attack with a range of 120ft. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. If there is a feature that allows you to make an unarmed strike, you may replace any of those unarmed strikes with a Ki Blast attack.

If you spend 1 ki point or more on your turn, like using flurry of blows, you can make your Ki Blasts explosive. When you hit a creature with your Ki Blast, any other enemy creature within 5ft of the creature struck takes radiant damage equal to your Dexterity modifier. Your Ki Blasts remain explosive until the end of your turn. If you use an ability that can make Ki features cost 0 ki points, you can also make this cost 0 ki points.

Ki Wave

At 6th level, you gain the ability to channel your ki into powerful ki waves. As a bonus action you can shoot out a wave of ki in a 60-foot line that is 10 feet wide. Each creature in that area must make a Dexterity saving throw against your Ki save DC, taking radiant damage equal to 4 rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. 

You regain use of this ability when you finish a short rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Delayed Ki Punch

Starting at 6th level, you are able to imbue your fist with your ki to cause a delayed explosion of ki. On a hit, the target suffers the normal effects of your unarmed strike and then you can use 2 ki points to imbue the target with your ki until the start of your next turn. If the target moves 5 feet or more before the start of your next turn, the target takes 1d8 radiant damage, and the spell ends. 

At Higher Levels. At 8th level, the damage the target takes for moving increases to 2d8. Damage rolls increase by 1d8 at 11th level (3d8) and again at 17th level (4d8).

Ki Bomb

At 11th level, you gain the ability to create an orb of ki that erupts into a devastating explosion. As an action, you create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant ki for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d12 radiant damage on a failed save and half on a successful save. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere’s damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 1d12.

Ki Flare

At level 11, you can channel your ki into a blinding light. As an action you can throw a ki flare to a point within 50 ft of yourself. Any creature within 10 feet of the point must make a constitution saving throw. On a failure the creatures are blinded until the end of your next turn and take 3d6 radiant damage. On a success, they only take half damage and are not blinded. You can use this ability once per a long rest. While you have no uses available, you can spend 4 ki to use this feature again.

Powerful Aura

Starting at 17th level, as a bonus action, you can gain a fly speed equal to your movement speed. You also become wreathed in a luminous, ki aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. If a creature hits you with a melee attack while the aura is active, the creature takes radiant damage equal to 5+ your Constitution modifier. The radiant damage equals 5 + your Constitution modifier.

You can extinguish or restore the light as a bonus action.

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