Ki Fighter, 2nd variant (5e Class)
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- 1 Ki Fighter, 2nd variant
- 1.1 Strongest under the Heavens
- 1.2 Creating a Ki Fighter
- 1.3 Class Features
- 1.3.1 Table: The Ki Fighter
- 1.3.2 Ki
- 1.3.3 Martial Arts
- 1.3.4 Unarmored Defense
- 1.3.5 Ki Blast
- 1.3.6 Training
- 1.3.7 Ki Fighters Style
- 1.3.8 Ability Score Increase
- 1.3.9 Ki-Empowered Strikes
- 1.3.10 Extra Attack
- 1.3.11 Energy Detection
- 1.3.12 Evasion
- 1.3.13 Flight
- 1.3.14 Ki Charge
- 1.3.15 Limit Break
- 1.3.16 Endurable
- 1.3.17 Perfect Self
- 2 School of the Turtle
- 3 School of the Crane
- 4 School of the Demon
- 5 School of the Monkey
- 6 School of the Kai
- 7 School of the Scientist
- 8 School of the Djinn
- 9 Ki Fighter Special Attacks and Techniques
Ki Fighter, 2nd variant
After many years of intensive martial arts training, you have tapped into the mystic art of Ki manipulation. As you further your training you will unlock new Special Attacks and Techniques using your Ki. After all these years of training you’ve learned to harness ki in a more raw and destructive form, unlocking abilities that can rival gods.
Strongest under the Heavens
Ki Fighters are martial artists who have gone even further beyond, allowing them to harness and manipulate their own life energy. Certain ki fighters may focus on enhancing their already superior athletic ability, while others train to be able to become effective snipers, launching beams of illuminating ki across hills and plains to reach their unsuspecting target. Most fall somewhere in between. Ki fighters come from many walks of life, from country bumpkins to generals of prestigious armies, to even princes.
Creating a Ki Fighter
|A crane student takes his stance.|
Why did you become a martial artist? Do you fight for honor, or just for prize money at the local tournament? Were you trained by a master, or are you the progenitor of your own style? Do you have a wellspring of ki, lashing out with raw ki, or do you focus your ki to a knife’s edge?
- Quick Build
You can make a Ki Fighter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Outlander or Sailor background.
As a Ki Fighter you gain the following class features.
- Hit Points
Armor: Light, Medium
Weapons: Unarmed Strikes, simple melee weapons, longswords, shortswords, scimitars.
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, Perception, Survival, Medicine, Intimidation, Insight
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Longsword or (b) A Scimitar
- (a) 5 javelins or (b) A simple melee weapon
- (a) An Explorer's pack or (b) A Dungeoneer's pack
- Training Gi
- Alternatively you can roll 5d4 gp and buy staring equipment. (The amount for the class specifically is 4d4gp)
|Ki Points||Martial Arts||Flying Speed||Features|
|1st||+2||1||1d4||-||Ki, Martial Arts, Unarmored Defence, Ki Blast|
|3rd||+2||3||1d4||-||Ki Fighter Style|
|4th||+2||4||1d4||-||Ability Score Improvement, Ki Strike|
|5th||+3||5||1d6||-||Extra Attack, Energy Detection|
|6th||+3||6||1d6||-||Special Attack or Technique|
|7th||+3||7||1d6||10 Feet||Flight, Evasion|
|8th||+3||8||1d6||10 Feet||Ability Score Improvement|
|9th||+4||9||1d6||10 Feet||Special Attack or Technique|
|10th||+4||10||1d8||15 Feet||Ki Charge|
|11th||+4||11||1d8||15 Feet||Special Attack or Technique|
|12th||+4||12||1d8||15 Feet||Ability Score Improvement|
|13th||+5||13||1d8||20 Feet||Limit Break|
|14th||+5||14||1d8||20 Feet||Special Attack or Technique|
|16th||+5||16||1d10||20 Feet||Ability Score Improvement|
|17th||+6||17||1d10||25 Feet||Special Attack or Technique|
|19th||+6||19||1d10||25 Feet||Ability Score Improvement|
|20th||+6||20||2d6||30 Feet||Perfect Self|
Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of Ki Points. Your Ki points are calculated by adding the Ki Points column of the Ki Fighter table with your constitution modifier. You can spend these points to fuel various Ki Features and Special Attacks. You start knowing three such features: Flurry of Blows, Patient Defence, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a Ki Point, it is unavailable until you finish a long rest, at the end of which you regenerate all expended ki. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
- Spell save DC = 8 + your proficiency bonus + your Constitution modifier
- If you are attacked while charging a feature, you must succeed a concentration saving throw.
- Flurry of Blows -
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Perfect Dodge -
You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.
- Stand Ground -
You can spend 1 ki point to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Ki Fighter levels, as shown in the Martial Arts column of the Ki fighter table.
- 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 1st level while not wearing armor your AC equals 10 + Strength Modifier + Wisdom Modifier.
At 1st level you can manifest a Ki blast from either hand, striking any single opponent within range for 1d8 + Wisdom modifier. This spell's damage increases by 1d8 when you reach 5th level (2d8), and 11th level (3d8). The range of this attack is equal to 30 ft. plus your Flight Speed, as shown in the Flight Speed column of the Ki Fighter chart.
At 2nd level, you can take ten hours to train. This training must be all at once. After training, either your Strength, Dexterity, Wisdom, or Constitution increases by +1 for 2d20 hours. If you train again before the previous training bonus has worn off, you may redistribute the +1 and reset the time limit, but you can only benefit from one +1.
Ki Fighters Style
Upon reaching the 3rd level Ki Fighters must enroll in a school of combat: School of the Turtle, Crane, Demon, Monkey, Kai, Scientist, or Djinn. You gain additional features at 6th, 9th, 11th, 14th and 17th level. You may obtain features from multiple schools, however, you must take them in order.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 4th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 5th level, you have advantage on Perception checks for tracking down another creature, as long as they are still alive and fully organic.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 7th level you gain the ability to use your Ki to fly or levitate short distances. As you gain levels 10th, 15th, 17th, and 20th the distance you may travel increases. You can activate this technique as a bonus action. This technique remains active until you either run out of Ki points or choose to deactivate it as another bonus action. You must have at least 1 Ki point to activate this ability
At 10th level, you can regain ki. In place of a turn, you can regain an amount of ki using your unarmed damage die. You regain use of this feature at the end of a long rest.
At 13th level, you can push yourself even further beyond. Your Strength, Dexterity, Wisdom, and Constituion maximums increase to 22. When you are under 1/4 of your hit point maximum, your Strength or Wisdom increases by +2, to a maximum of 24.
Starting at 15th level, you have advantage on saving throws against being poisoned, petrified, and blinded and you gain advantage on your next unarmed attack against a creature that attempts to poison, petrify, or blind you.
At 20th level, when you roll for initiative and have no ki points remaining, you regain 10 ki points.
School of the Turtle
The School of the Turtle contains techniques with a high risk high reward factor. Patience, strategy, and a high pain threshold are key to becoming a master in this school. The School of the Turtle is the only school who’s techniques deal non-lethal damage.
Sleepy Boy Hypnosis
At 3rd level a turtle student gains the ability to use the Sleepy Boy Hypnosis technique. Despite the name, it works on people of all genders and ages. This only impacts one target and said target must make Wisdom or Constitution saving throw (target’s choice). If they succeed, nothing happens. If they fail, they are considered unconscious until the end of their 4th turn turn after this technique is used. (Costs 2 ki points)
At 6th level, you learn the Kamehameha. This move takes two turns to charge and during those two turns you can only charge and change the aim of your kamehameha by turning your body. When kamehameha is unleashed, it fires a massive blue ki wave 60ft long and 30ft wide in a straight line. Every creature in its path must make a Constitution saving throw. If they fail they take 4d10 radiant damage, but if they succeed they take half damage. You can charge for an additional round to increase the dice to 5d10 at 9th level (3 turns), 6d10 at 14th (4 turns), and finally 8d10 at 17th (5 turns). (Costs 3 ki points)
At 9th level, you learn how to channel ki through weapons. While wielding a melee weapon you are proficient with, you may use your unarmed damage die instead of its normal damage die.
At 11th level, you master the Mafuba. In order to use this technique you need a container of some kind and a seal with a god's name on it. This technique can only be used against creatures that are not good aligned. The target must succeed a Constitution or Wisdom saving throw. On a failure, they are under the effect of the Minimus Containment version of the imprisonment spell. You must make the same saving throw. If you succeed you gain 1 level of exhaustion and cannot use ki based techniques for 4 turns. If you fail, you fall to 0 hit points. If your Constitution is 18 or higher, you automatically succeed. (Costs 6 ki points).
At 14th level, you can fortify yourself with your ki. You can spend 4 ki points to increase your AC by +2 for 6 turns.
Turtle Style Last Resort
At 17th level, you learn the Turtle Style Last Resort. This is a powerful technique that costs a lot of energy but in return dishes out a lot of damage. The attack deals 10d12 lightning damage to one creature in a 120ft range. If the creature is not reduced to 0 hit points, it must succeed a Constitution saving throw. On a failure, they are considered unconscious until the end of their 4th turn after this technique is used. (Cost 15 ki points)
School of the Crane
The supposed rival school to the School of the Turtle. Crane techniques emphasize instantaneous lethality, but come at a price whether it be low damage, a high amount of ki, or your own health. Both masters and students of this school alike must manage their ki effectively.
At 3rd level, you learn the Solar Flare. As an action, every creature who is unaware of this technique within 45 feet must succeed a Wisdom or Dexterity save. On a failure, they are blinded until the end of their next turn. On a success, they are unaffected. Creatures who are aware of this technique automatically succeed. Costs 3 ki points)
At 6th level, you learn the Dodon Ray. You make a ki blast attack against one creature at a range of in a 120 feet. This deals an additional 1d6. This added damage increases to 1d8 at 11th level. (Costs 5 ki points)
At 9th level, you gain crane flight. This increases your flying speed by 5 feet and allows you to fly up to an additional 10 feet as a bonus action.
At 11th level, you learn the Tri-Beam. Also known as the Kikoho, the Tri-Beam is a powerful, risky attack. It attacks every creature in a 60ft by 60ft square for 10d10 radiant damage. Once used, the user looses half of their maximum hit points. If using this feature reduces you to 0 hit points, you automatically fail your first death saving throw. (Costs 7 ki points).
At 14th level you can use the Multiform Technique. This technique allows the user to split into four clones of themselves for an hour. Once the hour is up, or there is only one clone left the technique wears off. Save for having access to techniques you have already learned, each clone is 1/3 your level, rounded down. (Costs 9 ki points)
At 17th level, you unlock your third eye. You can communicate telepathically with any creature within 200 feet. You can use ranged ki attacks even if your arms are restrained, except for the Tri-Beam, by launching them with your third eye. Using ki in this way deals 1d8 damage to yourself.
School of the Demon
The School of the Demon emphasizes raw brutality. It originate from an ancient demon king who mysteriously disappeared long ago. Certain theories on him being a slug-like alien from another planet have been debunked.
At 3rd level, a demon student gains the masenko, a strong ki blast that deals 2d8 damage. You can add an additional 1d8 at the cost of 2 additional ki points at 9th, 13th, and 17th level. (Costs 2 ki points)
At 6th level, you learn the Makankōsappō, other wise known as the Special Beam Cannon. It is a yellow and pink spiraling ki beam that takes three turns to fully charge. All creatures in a 120ft line must make a Dexterity saving throw. If they can not move, they automatically fail. On a success, they take no damage. On a failure, they must take 5d10 piercing damage. You can sacrifice an additional 2 ki and an additional turn to increase its damage by 1d10 at 14th level, and again at 17th level. (Costs 5 ki points)
At 9th level, you can create the Hellzone Grenade. You can fire up to 5 ki blast into the air without a target up to 120ft away. These ki blasts have the same property as standard ki blasts. If no ki blasts are fired for 2 turns, you can bring all ki blasts down on a single target at advantage.
Mouth Energy Wave
At 11th level, you master the Mouth Energy Wave, the final ki attack of the demon school. This technique is exactly what it sounds like, you fire a 20ft cone of ki out of your mouth. It deals 2d20 damage. At 17th level, you can make this attack as a bonus action at half damage and cost. Any enemies hit by this attack must make a Constitution saving throw. If they fail they get pushed back 20ft, if they succeed they only get pushed back 10ft. (Costs 10 ki points)
At 14th level, you gain an additional +1 temporary ability score increase from training.
At 17th level you get demonic ki. This allows you to add 1d8 of necrotic damage to any ki based attack that you use.
School of the Monkey
The School of the Monkey is the most prideful school. Legend states that the techniques of the monkey school came from a celestial prince who was stated to be the second most powerful mortal in the realm. Sources debate whether or not his power could exceed the gods, but it certainly rivaled them.
At 3rd level a monkey student gains proficiency with acrobatics.
At 6th level you get the to use the galick gun, a beam that rivals the Kamehameha. It takes 1.5 turns to charge(one full turn to charge and a bonus action when you start your next turn to finish off the charge with the firing of the beam being the main attack). It fires in a 60ft long and 20ft wide line. Every creature in its path must make a Constitution saving throw. If they fail they take 4d10 radiant damage, but if they succeed they take half damage. You can expend 1 additional ki to increase this damage by 1d10 at 9th and 11th level. Expending 2 additional ki requires another full turn to charge. (Costs 3 ki points)
At 9th level, can regain ki, but at a cost. As an action, you can deal an unarmed attack against yourself. You regain Ki Points equal to half of the damage taken. This damage can only be healed during a short or long rest.
At 11th level, you can create a Power Ball. If your character is a Saiyan they'll transform into an Oozaru (statistically the same as a giant ape) so long as they have their tail. Otherwise, every creature within 120 feet has advantage on their first damage roll each turn. It stays at its point of origin and has 10 hit points. (Costs 6 ki points)
Big Bang Attack
At 14th level, you learn Big Bang Attack. You fire a ki blast up to 120ft in front of you. If it lands it deals 6d10 radiant damage. Every creature within a 30ft radius is hit, decreasing damage by 1 die for every 5 feet away from the initial target they are. (Costs 10 ki points)
At 17th level you get Final Flash. It must charge for one turn. This attack fires out a massive ki blast that is 120ft long and 60ft wide. This attack costs your current ki point maximum ki points. Every creature in range must make a Constitution saving throw. On a fail, they take 1d10+(ki spent x 2) radiant damage. On a success, they take half. This circumvents features that reduce all/half effects to half/none. You are hit by this attack as well.
School of the Kai
Kai are spiritual beings akin to minor gods. Their students are rarely seen on the material plane, but those who are can rarely be stopped. Their techniques focus on bolstering the body with ki rather than manipulating it externally.
Speed Over Power
At 3rd level, you can deal multiple strikes in quick succession. When you take the Attack action while unarmed, you may choose to decrease your unarmed die by 1 tier to attack an additional time. You may do this any amount of times before your unarmed die is reduced to 1 damage.
At 6th level, you are able to reach greater power at the expense of your health. You can enter the Kaioken form as a bonus action. You take 1d6 necrotic damage every turn per level of kaioken, this damage bypasses all forms of damage reduction and immunity. Hit points lost by using any Kaioken variation can not be healed by magic until the end of a long rest. You gain the following benefits:
- Your movement speed are increased by 5 feet per level of Kaioken.
- You can not make ranged attacks, with the exception of ki attacks.
- You gain +1 to your damage rolls while in the state equal to your current level of Kaioken
- USE OF THIS ABILITY WHILE USING A SAIYAN TRANSFORMATION OTHER THEN SUPER SAIYAN GOD SUPER SAIYAN WILL RESULT IN THE SAIYAN TAKING TEN TIMES THE DAMAGE***
At 9th level, you learn how to use your fists to cause pressure waves capable of harming foes. You can decrease your unarmed damage by 1 die tier to increase its range by 15 feet. You may do this any amount of times before your unarmed die is reduced to 1 damage.
At 11th level, you can now use the Instant Transmission technique, you may now spend ten rounds meditating and sensing for the Ki or life energy of any being on your material plane, you must have met this creature before hand and they must not be behind any form of dimensional or magical barrier blocking teleportation, you may only use this technique equal times to your wisdom modifier per long rest,there is no range to this spell other then it being on the same plane, you may roll a wisdom DC equal to your ki save +1 for every willing creature you wish to take along, on failing the DC the transmission fails and you do not move, you may move an unwilling creature as well,but you must be on contact with them and the DC is your Ki wisdom save x2.
At 14th level, you gain mastery over the Spirit Bomb. By calling on the Ki of every living thing, you can create a bomb on immense energy. For every round spent charging the bomb, it gains 2d10 force damage. You can gather and control energy up to your Wisdom score 2d10, afterwards you must make a DC 15 + (number of d10 above your maximum) Wisdom saving throw or have the bomb dissipate, loosing all the energy stored inside.
If you are attacked while controlling or charging the Spirit Bomb, you must make a DC 20 Wisdom saving throw to avoid loosing control of the Spirit Bomb. Loosing control of the Spirit Bomb while charging results in it dissipating as described above.
When you launch the Spirit Bomb, make a ranged attack (using Wisdom) as an action. The Spirit Bomb has a radius of 20ft, plus an additional 10ft per charge after the first. If any part of the Spirit Bomb hits a corporeal object, including it's target, it explodes, dealing it's damage to all objects and creatures within 100ft of the Spirit Bomb's edge.
You regain use of this feature after a long rest.
At 17th level, you now gain the ability to create your own minor world in the universe,the planet may not be larger then your wisdom modifier x1000 miles in diameter, while on this world you have near omnipotent power over the lifeforms that now grow and evolve there, any creature that lands on your planet you now can effect by cutting their health, damage and speed in half.
School of the Scientist
Not all fighters gain their abilities through biological means. In certain incredibly rare cases, scientists have been able to enhance a fighter’s ki through implants, creating cyborgs, though they are incorrectly referred to as androids more often than not. While this is often done against their will, the subjects of these enhancements becomes nigh unstoppable.
At 3rd level, you are able to survive what most could not. When you are killed, you become a head. Your size becomes tiny, your Strength, Dexterity, and Constitution become 5, your hit die becomes 1d4, and you die permanently if you do not receive a body within 4d12 hours. A replacement body can be made for 350,000 gp with tinkerer’s and smith’s tools.
At 6th level, you gain small, circular, metallic implants in the palms of your hands. When you are grappling a creature, you gain 1d4 ki points every other time you attack them.
At 9th level, your reflexes are enhanced. When you are attacked, as a reaction, you may make a single attack against a creature. If it hits, they are pushed 10 feet back. You may succeed with this feature once. You regain use of this feature at the end of a short or long rest. You may sacrifice 5 ki points after using this feature to regain your reaction.
At 11th level, you can construct an impenetrable barrier out of ki. For 5 ki, as an action, you may release a barrier. You make an attack action against every creature within 5 feet of you, and they are pushed 5 feet back. Until your next turn, you gain an additional 5 AC.
At 14th level, you gain total control of your failsafe protocol. As an action or reaction, you may detonate a bomb located in your chest. Every creature within 60 feet must make a Dexterity saving throw. On a failure, they take 8d20 force damage, or half on a success. This circumvents features that reduce all/half effects to half/none. This attack reduces you to a head.
At 17th level, you are able to convert kinetic energy directly into ki. Any time you take damage, you may attempt a DC 16 Constitution saving throw. On a success, you receive ki points equal to half the amount of damage dice you received minus 1 die tier (I.E. if you took 10d12 damage, you would receive 5d10 Ki Points). This can not be done with psychic or necrotic damage.
School of the Djinn
The School of the Djinn was created by a strange, eternal creature only referred to as Majin Buu. It is almost entirely unknown what this creature is, simply that the abilities it was capable of bestowing unto others was not only bizarre, but incredibly powerful.
- It is up to your DM if you must choose the majin race to choose this subclass.
At 3rd level, your contact with a majin has made you part majin. Your body becomes malleable, allowing you to squeeze into gaps as small as 2 inches.
At 6th level, you have total control over your gooey body. You may add your Proficiency bonus an additional time when attempting to grapple or escape a grapple.
At 9th level, you can continuously fire ki from your mouth. For 3 ki, as an action, every creature writhing a cone with a length equal to half of your ki blast range must make a Dexterity, Constitution, or Wisdom throw. On a failure, they take 2d10 radiant damage.
Humanity Extermination Attack
At 11th level, you learn a most lethal attack. You must spend 1 turn and 6 ki charging and sensing the ki of every living thing within a wide area. On your next turn, you fire a single ki blast at every single creature within 500 feet. You can charge an additional number of rounds, spending an equal amount of additional ki to do so, to increase this attack’s range by 15 feet.
At 14th level, your gelatinous body can reform from even the tiniest remnant. When you are reduced to 0 hit points, you can sacrifice 10 ki points to instead drop to 1.
At 17th level, you are able to destroy reality itself. For your maximum ki points, you may release a loud scream. This opens a door to a random plane of existence for 2d6 rounds. The door can fit creatures that are Gargantuan or smaller.
Ki Fighter Special Attacks and Techniques
As a Ki Fighter, you have learned to tap into the mysterious ki energies flowing throughout your body. Learning to channel this power, you can manifest it in many forms, but only as your selection of Special Attacks and Techniques allows. Each Special Attack has a Ki Point cost that is to be deducted from your Ki Pool every time it is used. All Special Attacks and Techniques require a standard action to activate unless otherwise mentioned.
- Ki Casting
Ki Techniques count as spells. Wisdom is your spellcasting ability for your Special Attacks and Techniques. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Special Attack you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Wisdom Modifier, unless specified.
- Spell attack modifier = your proficiency bonus + your Wisdom modifier
If you wish to level further, consider Z Fighter (5e Class).
Prerequisites. To qualify for multiclassing into the Ki Fighter class, you must meet these prerequisites: 2 of the following must be 13 or greater: Strength, Dexterity, Constitution, Wisdom.