Ki Fighter (5e Class)
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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 strength, 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: simple weapons, longswords, shortswords, scimitars.
Saving Throws: Strength, 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
- (a) Training Gi or (b) Battle Armor
- Alternatively you can roll 5d4 gp and buy staring equipment.
|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||1d12||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 to your Wisdom modifier. You can spend these points to fuel various Ki Features and Special Attacks. You start knowing Seven such features: Flurry of Blows, Perfect Dodge, Stand Ground, Ki Jump, Ki Surge and Ki Dash. 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:
- Ki effect save DC = 8 + your proficiency bonus + your Wisdom modifier
- Ki attack modifier = your proficiency bonus + Wisdom 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.
- 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.
- Exchange Blows -
When you are attacked, you can spend 2 Ki as a reaction to make an unarmed attack.
- Ki Jump -
You may spend 1 Ki point and use a bonus action to make a jump kick at an enemy 30 feet or less away,making one unarmed strike.
- Ki Surge -
You may spends 10 Ki points to activate Ki Surge,letting you have another action on your turn.
- Ki Dash -
You may spend 2 Ki points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed, you can pass through enemies' spaces and opportunity attacks are made against you at disadvantage for this movement.
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 Fighter Style
Upon reaching the 3rd level Ki Fighters must enroll in one of many Ki Fighter Styles: School of the Turtle, Crane, Demon, Ronin, Monkey, Kai, Elite, Force, Outcast, Scientist, Djinn, Imprisoned or Hero. 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.
At 4th level your unarmed strikes count as magical attacks for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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, that is to say not a construct or undead.
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.
Ki Fighter Styles
Features that require charging are considered fully charged on initiative count 20 x rounds after you use your action to begin charging, where x represents the listed number of rounds required to charge. Charging for “half a round” means charging costs an action, your movement, or half your movement and a bonus action. Firing a charged feature does not require an action.
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. One creature within 15 feet must make Wisdom or Constitution saving throw (target’s choice). If they succeed, nothing happens. If they fail, they are considered unconscious for 1 minute. They may retry this saving throw at the end of each of their turns. (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 its damage to 5d10 at 9th level (3 turns), 6d10 at 14th (4 turns), and finally 8d10 at 17th (5 turns). (Costs 3 ki points)
Wolf Fang Fist
At 9th level, you learn how to channel your palms. When you make two unarmed strikes against the same target, you may spend 1 ki point to make an additional attack and shove attack as two seperate unarmed strikes against the creature.
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 not be used against creatures with the same moral alignment as the user (Good/Evil). 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 spend ki for 1 minute. If you fail, you also 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. You make a ranged ki attack that deals 10d12 lightning damage to one creature within 120 feet. If the creature is not reduced to 0 hit points, they must succeed a Constitution saving throw. On a failure, they are considered unconscious for 1 minute. They may reattempt this saving throw at the end of each of their turns, ending the effect early on a success. (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 and automatically succeed this feature’s saving throw for 1 hour. (Costs 3 ki points)
At 6th level, you learn the Dodon Ray. As an action, you make a ki blast attack with a 120 foot x 5 foot line range. You can spend 1 additional ki point to increase its damage by 1d8 at 9th, 13th, and 17th level. Spending 4 additional ki requires charging this for 0.5 a turn. (Costs 1 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. As an action, you make a ranged attack against every creature in a 60ft cube with one edge within 5 ft. of you, dealing 10d10 radiant damage on a hit, and you take 8d8 necrotic damage. 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 ends. Each clone has 1/3 your maximum hit points, maxmimum Ki Points, and deal -2 damage with all sources, rounded down. (Costs 9 ki points)
At 17th level, you unlock your third eye. You can communicate telepathically with any creature within 200 feet so long as they share a language with you. You can use features with range that use ki 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, your ki blasts deal radiant damage. In addition, you gain the Masenko: a strong ki beam with a 30 foot long and a 10 foot wide line range that deals 2d8 radiant damage that can be used as an action. You can add an additional 1d8 damage at the cost of 1 additional ki point at 9th, 13th, and 17th level. (Costs 1 ki point)
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 x 5ft 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 magical 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 learn the Hellzone Grenade. You can spend ki to fire up to 4 ki blast into the air without a target up to 120ft away. These ki blasts have the same property as standard ki blasts. On any consecutive turn within 1 minute, you can bring all ki blasts down on a single target at advantage as an action. (Costs 3 ki)
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 4d10 force 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 unlock your demonic ki. This allows you to add 1d8 of necrotic damage to any ki based attack that you use.
Alternate Feature: Rebirth
At 17th level, you have a failsafe for anything. When you would die, you may instead cast clone as a reaction with a range equal to your flying speed. The clone must be of yourself, does not have to be inside a sealed container, and is already fully formed. If you have 10 or fewer ki points, the clone has 1 hit point. You may do this once, regaining one fifth of a use at the end of a long rest.
School of the Ronin
The School of the Ronin was founded by a man skilled in the ways of ki and the sword, but lousy in most other regards.
At 3rd 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 6th level, you may imbue a single slash with an excess of ki. You have advantage on attack rolls against any creature that hasn't taken a turn since rolling for initiative. Once per turn when you hit a creature with an attack, you may spend 1 ki to roll the weapon's damage die twice instead of once, adding the rolls together and dealing an equal amount of damage.
Miracle Ka-Blam Slash
At 9th level, your swordsmanship can cut the very will of others. As a bonus action, you may force one creature you have hit with a weapon attack to attempt a Constitution saving throw. On a failure, one effect that they cast on themself that only effects themself instantly ends. If the feature could only be used a limited amount of times, they regain 1 use. If one such effect has other features that rely on it, such as Saiyan transformation, you must end all relyant features first. (Costs 3 ki)
Super Unyielding Spirit
At 11th level, you have mastered your spirit, allowing you to unlock its cage when necessary. As an action, you gain 10 ki points, and all creatures within 30 ft. must attempt a Strength saving throw, being pushed 30 ft. away from you on a success, or 15 ft. away from you on a failure. You may do this once, regaining use at the end of a long rest.
At 14th level, rather than simply channeling ki through your weapon, your very aura envelops it. For any turn that you start with least 1 ki point, attack and damage rolls with melee weapons you are proficient in gain a +1 bonus, and their damage counts as magical for the sake of overcoming resistances.
Master Without a Master
At 17th level, you have mastered your bladework. Iaigiri no longer costs ki, you benefit form Cloaked Blade even if you did not start your turn with at least 1 ki point, and you may end 2 effects with each successful use of Miracle Ka-Blam Slash.
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, every consecutive turn you use a ki blast against the same target, you gain +1 to damage rolls. For 3 Ki Points, you can convert your ki blast range into a 30+your flight speed foot cone.
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, when you fail a Charisma saving throw in combat, you can instead choose to succeed. (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 × 2) radiant damage. On a success, they take half. This circumvents features that reduce all/half effects to half/none. You take 1d6 - your Constitution modifier levels of exhaustion immediately after using this.
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.
At 3rd level, you can create weighted training clothes for 100 gp over 32 hours. While wearing these clothes, a creature’s movement speed is decreased by 5 feet, Training takes half as long, and gain +1 AC. While you are under the effects of Training gained while wearing weighted training clothes and remove them, your speed is increased by 5 feet and you gain +1 AC.
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. Your hit point maximum is decreased by 1d6 at the end of each turn. Your hit point maximum returns to normal at the end of a long rest. You gain the following benefits:
- You can make an additional unarmed attack every time you take the Attack action.
- Your movement speed is increased by 5 feet.
- Your unarmed attacks deal an additional die tier of damage.
- You can not make ranged attacks, not including Kiai.
- This and any other variation of the Kaioken can be used in conjunction with any Saiyan transformation, but doing so doubles hit point maximum decreases from it unless they are using Mystical Ki.
At 9th 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 11th level, you can further increase your Kaioken. As an action, or a bonus action while in Kaioken, you can enter Kaioken x5. Your hit point maximum is decreased by an additional 1d6 (2d6 total) at the end of every turn you are in Kaioken x5 and gain the following benefits on top of Kaioken:
- You can make an additional unarmed attack every time you take the Attack action (+2 total).
- Your movement speeds are increased by 10 feet (+15 feet total).
- You may increase your Strength, Dexterity, or Wisdom and its respective maximum by +2.
At 14th level, you may choose to make your unarmed strikes deal fire damage. When a creature misses an opportunity attack against you, they take half damage they would’ve dealt to you as fire damage.
At 17th level, you can take the Kaioken to its limit. In exchange for your action and bonus action, or just your action while in Kaioken or bonus action in Kaioken x5, you can enter Kaioken x20. Your hit point maximum is decreased by an additional 1d6 (3d6 total) at the end of each turn, and when you exit this form or spend more than 1 minute in this form, you gain 2 levels of exhaustion. After you exit Kaioken x20, you can not use it again until the end of a long rest. You gain the following benefits on top of those of Kaioken and Kaioken x5:
- Your movement speeds are increased by 15 feet (+30 feet total).
- Your unarmed attacks deal an additional die of damage.
- You may increase your Strength, Dexterity, or Wisdom and its respective maximum by +2.
- Your Constitution is decreased by 2.
- As an action, you may charge a large ki beam. You may charge it for a maximum of 4 rounds. When fired, every creature in a 45+5 per round spent charging foot by 15 foot line must succeed a Dexterity or Wisdom saving throw. It deals damage equal to the maximum amount of unarmed attacks you otherwise could have made while charging +1d6 per round spent charging. Once it is fired, you exit Kaioken x20.
School of the Elite
The School of the Elite was formed by a group of elite warriors employed by a powerful tyrant, acting as comrade rivals to the founders of the School of the Force.
At 3rd level, as an action, one creature within 15 ft. of you must succeed an Intelligence or Charisma saving throw or become stunned until the end of their next turn. (1 Ki Point)
At 6th level, as part of an unarmed strike, you may spend 2 Ki Points to also attack every creature within 5 ft. of the initial target.
At 9th level, when you are knocked prone, you may immediately take the attack action. (3 Ki Points)
At 11th level, as an action, you teleport behind a creature within your movement speed and fire a 30 ft. x 15 ft. line ki wave. This movement does not incur opportunity attacks. All creatures inside this range must attempt a Constitution saving throw. If they fail they take 6d6 radiant damage, but if they succeed they take half damage. You can charge for an additional round to increase its damage to 8d6 at 9th level (3 turns), 10d6 at 14th (4 turns), and finally 12d6 at 17th (7 turns). (Costs 3 ki points)
At 14th level, when you hit a creature with an unarmed strike, they can not make opportunity attacks until the beginning of your next turn.
At 17th level, you can use ki to transform your body into various shapes at the cost of your appeal. As an action, you reduce your Charisma score by 2 to increase any ability score by 2 or 2 ability scores by 1 for 1 minute. (2 Ki Points)
School of the Force
The School of the Force was formed by a group of elite warriors employed by a powerful tyrant, each bringing their unique abilities to the table.
Fastest in the Universe
At 3rd level, your movement speed increases by +10 ft.
At 6th level, as a reaction, you make a ranged ki attack against a creature within 30 ft. On a hit, they take 1d8 + your Wisdom modifier force damage. (2 Ki Points)
At 9th level, as an action, you focus your telekinetic abilities into one creature within 45 ft., forcing them to succeed a Strength saving throw or become paralyzed until the end of their next turn. (4 Ki Points)
Recoome Ultra Fighting Bomber
At 11th level, as an action, you can begin to charge a massive energy attack. After charging for 3 rounds, all creatures in a 60 ft. radius must succeed a Constitution saving throw. On a failure, they take 6d8 force damage. On a success, they take half as much damage. (3 Ki Points)
Purple Comet Hurricane
At 14th level, at the beginning of your turn to reduce your movement speed to 0 and restrict your action to making unarmed strikes. In doing so, you may move half your un-reduced movement speed as part of each unarmed strike and make 2 additional unarmed strikes when you take the attack action. (5 Ki Points)
At 17th level, as an action, you fire a ki blast containing your soul at a creature within 30 ft. that must attempt a Dexterity saving throw. On a success, you gain control of their body, and they gain control of yours. You trade Strength, Dexterity, and Constitution scores and hit points, but both creatures keep their respective features.
School of the Outcast
Formed from the abilities of an outcast of one of the strongest teams of combatants ever seen, this school prioritizes planning and tactics.
At 3rd level, you can create a Small ball of energy that occupies any space within 10 feet, where it stays for 5 minutes or until it is destroyed. If you destroy it, you regain 3 Ki Points. As a bonus action or attack, you can make a Ki Blast as if you were in the same space as as the ball. This can be done once per ball. It has 10 hit points, AC, and all ability scores. (Costs 3 Ki Points)
At 6th level, you can take the disengage action as a bonus action.
At 9th level, you can launch a disk of Ki at a creature within your Ki Blast range. They must succeed a Dexterity saving throw. On a failure, they are restrained for 1 minute or until they succeed. On a success, they are not restrained. (Costs 3 Ki Points)
At 11th level, if a Blast Ball is within your Ki Blast range, you can make it detonate as a bonus action. You regain 1 ki point, and every creature within 10 feet of it must succeed a Dexterity saving throw. On a failure, they take 2d8 + your Wisdom modifier damage. On a success, they take half as much damage.
At 14th level, you can cover a 30 foot radius area centered on you in a thick cloud with beams of Ki dancing across it for 1 minute. If a creature ends it turn without moving while within this area, you may immediately make a Ki Blast attack against them. (Costs 8 Ki Points)
Ultra Blast Shower
At 17th level, while Blast Shower is active, you may make a Ki Blast attack against any creature that ends their turn within the shower with disadvantage if they have moved. You may spend 8 additional Ki Points to increase the shower’s range by 30 feet.
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 or are plugged into an electrical power source 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 take the attack action against them. If any attack hit, 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. As an action, you may surround yourself in 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. (Costs 5 Ki Points)
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. If you are grappling a creature, they automatically fail.
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. As an action, every creature within 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. (Costs 3 Ki Points)
Humanity Extermination Attack
At 11th level, you learn a most lethal attack. You must spend 1 turn 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 increase this attack’s range by 150 feet. (Costs 6 Ki Points)
At 14th level, your gelatinous body can reform from even the tiniest remnant. When you are reduced to 0 hit points, you can sacrifice 5 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 1 minute. The door can fit creatures that are Gargantuan or smaller.
School of the Imprisoned
The School of the Imprisoned was created by warriors imprisoned in extra-dimensional spaces for an extended period of time. Abandoned even by death, they dug deeply into their potential, unlocking powers from their raw anger and inner strength.
At 3rd level, your ki is directly pulled from your unending rage. Your ki blasts deal necrotic damage. In addition, you can spend 1 ki point to make your ki blasts also attack every creature within 5 feet of the target for half damage, you also gain and additional 1 ki per level retroactivelly.
At 6th level, as an action, you create a massive ki blast that deals 1d10 necrotic damage for every point of Ki you charge into it. Every creature in a 10 + 5 per ki point foot sphere centered on a point no further than 30 + 10 ft. per ki point feet from you must succeed a Constitution saving throw to take half damage. You may charge it for 0.5 a round to compress 1 point of ki into the blast a number of times equal to your Strength modifier. (Cost 3 Ki Points)
At 9th level, as an action, you may surrounded yourself with a shield of Ki. Until the beginning of your next turn, you gain a damage reduction of 30. At the beginning of your next turn, you launch a number of Ki blasts equal to twice your Strength modifier. The ki blasts are split evenly between all creatures within range to attack. (Costs 4 Ki Points)
At 11th level, while above half of your maximum ki points, you may choose to go massively increase your muscle mass in exchange for your action and bonus action. Full Power lasts for 1 minute or until you run out of Ki, during which you benefit from any form you were already in, as well as the following:
- You deal double damage to objects.
- You can not be frightened, and have advantage against being charmed and effects that would make you unconscious.
- Your size increases by 1 category to a minimum of Large.
- Your ki blasts are always under the effect of Powerful Ki without spending the ki point.
- You shed dim light in a 15 ft. radius.
At 17th level, you can inflict onto others what you or your masters have suffered. As an action, you can open a 5 ft. radius portal to the Dead Zone within 45 ft. of you. It lasts for 1 minute, until you become unconscious, until you close it as an action, or you enter the portal. Any creature within 5 ft. of the portal must succeed a Dexterity saving throw or be sucked into it. At the beginning of their next turn, they must succeed another Dexterity saving throw or completely enter the portal. On a success on either saving throw, they move to the closest area outside of the portal. While inside the Dead Zone, there is no life excluding any creatures trapped by the portal, every element of the landscape is some range of orange or brown and is a direct parallel to their original dimension, and they can not die by any means. When another portal is opened, they may attempt 2 Dexterity saving throws in the same manner as before, escaping on 2 consecutive successes. (15 Ki Points)
School of the Hero
Founded by a hero bearing an ancient beast inside him, the School of the Hero was created to ensure that evil never prospers under any means.
At 3rd level, you gain proficiency in a single one handed martial weapon. While wielding this martial weapon, you can choose do deal your unarmed damage die instead of its own, and it counts as an unarmed strike for the purposes of flurry of blows and similar features.
At 6th level, you gain proficiency in 1 instrument of your choice. As a full turn action for 1 ki, you can play this instrument to form a barrier around yourself and any creatures of your choice within 30 feet. Any creature with a barrier has 5 damage reduction. Alternatively, you can spend 2 ki to make a smaller barrier around a single creature, making them restrained until the beginning of your next turn.
At 9th level, after charging for 1.5 rounds, you can dash forward at a blinding speed. You may move up to twice your movement speed and take the attack action. These attacks have advantage and count as a critical hit on a roll of 18 or higher.
At 11th level, your ki-blade is honed to an atom’s edge. Your critical hit range increases by 2 while wielding your ki blade (20 becomes 20-18, 20-18 becomes 20-16), including when using Brave Slash.
At 14th level, as an action, you begin playing your instrument. After charging for 3 turns, you target one creature who must make a Wisdom saving throw. On a failure, they are sealed inside your body as if with the Minimus Containment version of the imprisonment spell. On a success, nothing happens. Regardless, you gain 1 level of exhaustion. (Costs 10 ki)
Invisible Eye Blast
At 17th level, your Ki Blasts’s range becomes a line, and they have advantage against creatures without blindsight, truesight, or a Wisdom score of 20 or higher.
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.