Base Class: Monk
There are few practitioners of the Way of the Ki Warrior and even fewer teachers. Many schools of this teachings guard their secrets jealousy only allowing new acolytes who have proven their loyalty and dedication to learn their ways. Other students who come from a family history of Ki Warriors might learn instead from a parent of other relatives. Practitioner who had no teacher are often hermits and recluses, focusing on meditating and tuning into their own spirit to unlock the mysteries of pure ki. Those who do learn to control raw ki energy are able to harness this life energy in unbelievable ways. They can use ki as a weapon, shooting concentrated blast towards their foes. They learn how to channel ki into healing energy, a defensive barrier, and even use it to defy gravity itself. Ki itself becomes an extension of their soul manifested in the physical realm.
Ki Rush
Beginning when you select this monastic tradition at 3rd level, you can draw from a deep well if ki from within yourself. When you have no ki points remaining, you can use your action to regain one expended ki point. The amount of ki regained increases by one at levels 7, 11, and 15. You can use this feature a number of times equal to your wisdom modifier per short or long rest.
Ki Blast
At 3rd level, you can channel your ki into a blast of energy. As an attack you can make a ranged unarmed strike using your wisdom modifier with a range of 60 feet. On a hit the target takes force damage equal to your martial arts die (as shown on your monk table). Additionally, as an action, you can expend a number of ki points, up to half your monk level, to make an attack roll with a modifier equal to your Wisdom modifier + your proficiency bonus to shoot out an ki beam at a range of 120 feet . On a hit, the target takes force damage equal to 1d8 for each point expended + your Wisdom modifier.
Inner Spirit
At 6th level, you can use your ki reserves to aid yourself and your allies in a multitude of ways. Select 3 of the following techniques to learn. You learn 1 more at levels 10.
Ki Escape
You spend 2 ki points to cast Misty Step. At level 12 you can cast dimension door at level 14 you can cast teleport. When you reach level 17 you can teleport yourself and up to 10 other people or objects to any place or person you are familiar with. If this place or person is on another plane of existence there is a 25 percent chance of this technique failing.
Ki Flash
As a bonus action you spend 2 ki point to create a stunning flash of light. All creatures that can see you must make a Constitution saving throw or be blinded for one round. At level 14 creatures make this saving throw at a disadvantage.
Ki Flight
As an action you spend 1 ki point to channel your ki to gain a flight speed equal to twice your walking speed for 1 minute. At the end of the minute you can spend another ki point to maintain your flight as a bonus action. If the spell ends while you are in the air you fall to the ground as if under the effects of the feather fall spell. At level 14 you no need to spend ki to fly.
Ki Healing
As an action you can spend a number of ki points to heal 5x the number of ki points expended of hit points divided among any creatures of your choice within a 5 ft radius. At level 16 this increases to 10x
Ki Resistance
As an action you can spend ki points to create a 5 foot aura of resistance around yourself for a number of rounds equal to the number of ki points expended. All creatures of your choice (including yourself), within a 10 foot radius of you gain resistance you all bludgeoning, piercing, and slashing damage for a number of rounds equal to ki points used so long as they remain within 10 feet of you. The The ki points spent cannot be regained until the resistance period has ended. At level 14 the resistance includes all damage but only for your character. The old effects still apply.
Ki Sense
As a bonus action you spend 3 ki points to gain blindsense out to 50 feet for 1 minute. The cost reduces by 1 ki point at levels 10 and 14. At level 16 the range increases to 100 feet and you gain 15 ft radius of truesight and at 18 this effect is always active.
Unleashed Potential
Beginning at 11th level, as an action on your turn, you can use your ki to empower your very being. By spending 5 Ki points you can add your Wisdom Modifier to your Strength and Dexterity Modifier. This lasts until you take a long rest.
Soul Bomb
At 17th level, you can collect energy from the ambient ki of the world to unleash a single mighty attack. You may gather energy for up to 3 rounds, holding it what appears to be an orb of concentrated energy. During this time, you may take no actions or bonus actions and may only move at half speed. When you choose to unleash this energy, choose a location within 120 feet. Each creature of your choice within a 20 foot radius of this spot must make a Wisdom saving throw. On a failed save, the creature takes 6d10 force damage + 2d10 force damage for each round spent gathering energy, or half as much on a successful save. While charging creatures can choose to sacrifice 10 hit points as a bonus action to add another 2d10 to the damage roll. After using this ability, you must complete a long rest before using it again.
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