Ki Martial Artist (Dragon Ball: Further Beyond Supplement)
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Ki Martial Artist[edit]
Throughout the Multiverse, the constant between fighters is that they all make use of the energy in their bodies to far surpass their base ability. This class encompasses those who have managed to make use of that energy.
Creating a Ki Martial Artist[edit]
An Illustration of a Mighty Tournament to Decide the strongest under the heavens! |
- Quick Build
You can make a Ki Martial Artist quickly by following these suggestions. First, Dexterity, Strength, or Wisdom should be your highest ability score, followed by Constitution. Second, choose one of the races available here, which all have the potential to use ki.
Class Features
As a Ki Martial Artist you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Ki Martial Artist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ki Martial Artist level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength or Dexterity, Constitution or Wisdom.
Skills: Choose three from: Athletics, Acrobatics, Insight, Intimidation, Investigation, Perception, Nature, Survival, Stealth, and Arcana
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's pack or (b) Explorer's pack
- (a) any two simple weapons or (b) any one martial weapon
- If you are using starting wealth, you have 2d4x10 in funds.
Level | Proficiency Bonus |
Features | Ki | Unarmored Movement | Martial Arts |
---|---|---|---|---|---|
1st | +2 | Ki, Trained Martial Artist, Training | 5 + wis | 20 ft. | 1d6 |
2nd | +2 | Deflect Missiles, Fighting Techniques, Martial Resilience | 10 + wis | 20 ft. | 1d6 |
3rd | +2 | Ki Coated Limbs, Martial Archetype | 15 + wis | 20 ft. | 1d6 |
4th | +2 | Ability Score Improvement | 20 + wis | 30 ft. | 1d6 |
5th | +3 | Extra Attack, Martial Arts School, Techniques | 25 + wis | 30 ft. | 1d8 |
6th | +3 | Ki Empowered Blows, Ki Sense, Ki Blast | 30 + wis | 30 ft. | 1d8 |
7th | +3 | Martial Archetype Feature, Resistant | 35 + wis | 40 ft. | 1d8 |
8th | +3 | Ability Score Improvement | 40 + wis | 40 ft. | 1d8 |
9th | +4 | Ki Enhancing, Martial Arts School | 45 + wis | 40 ft. | 1d10 |
10th | +4 | Immense Power, Ki Charging | 50 + wis | 50 ft. | 1d10 |
11th | +4 | Martial Archetype Feature, Extra Attack(2) | 55 + wis | 50 ft. | 1d10 |
12th | +4 | Ability Score Improvement | 60 + wis | 50 ft. | 1d10 |
13th | +5 | Heart Restarter, Battle Analysis | 65 + wis | 60 ft. | 1d12 |
14th | +5 | Martial Arts School | 70 + wis | 60 ft. | 1d12 |
15th | +5 | Ability Score Improvement | 75 + wis | 60 ft. | 1d12 |
16th | +5 | Ability Score Improvement, Martial Archetype Feature | 80 + wis | 70 ft. | 1d12 |
17th | +6 | Fear Inducing, Huge Power, Extra Attack(3) | 85 + wis | 70 ft. | 2d8 |
18th | +6 | Resistant, Fighters Will | 90 + wis | 70 ft. | 2d8 |
19th | +6 | Ability Score Improvement | 95 + wis | 80 ft. | 2d8 |
20th | +6 | The Breaking of Ones Limits, Martial Arts Feature, Marital Arts School | 100 + wis | 80 ft. | 2d8 |
Ki[edit]
Starting at 1st level, you have been trained so that you can use the mystical energy of life, named by many as Ki, you have a number of Ki Points as shown in the Ki Points column in the class table, once Ki Points are spent, you can only recover them naturally at the end of a short or long rest, with a short rest you may recover your Wisdom modifier in Ki Points, with a long rest, you recover all of your Ki Points. 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
Trained Martial Artist[edit]
Also at 1st level, you have trained a lot to become a martial artist, learning diverse things and enhancing your body and mind.
- Martial Arts
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 d6 in place of the normal damage of your unarmed strike. This die changes as you gain martial artist levels, as shown in the Martial Arts column of the martial artist table.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strike.
- 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.
- Unarmored Training
Due to your martial artist background, you specialized in fighting while unarmored. You gain the following benefits while not wearing an armor or wielding a shield:
Unarmored Movement. Your movement speed increases by the amount specified in the Unarmored Movement column in the class table. From 8th level onwards, you can move along liquids and vertical surfaces during your turn without falling or sinking.
Unarmored Defense. Your AC equals 10 + your Strength or Dexterity modifier + your Constitution or Wisdom modifier.
Training[edit]
Also at 1st level, you are able to perform the most fundamental part of being a martial artist, training. Whenever you would do a short rest, you may forgo the effects of it to begin training. For every hour(or one short rest) you spend training, you receive a number of Training Points equal to your proficiency bonus. You can use these Training Points to acquire certain upgrades to you or your techniques. The upgrades to yourself are detailed at the end of the class, the upgrades to techniques are specified at the Techniques Table. If you train more than 10 times per day(5 times if intense), you do not receive any training points, gain one level of exhaustion and will gain half as much training points the next time you use this feature.
Intense Training. You may also choose to do an Intense Training. When you use intense training, you will gain twice as much training points from the training however you will suffer one level of exhaustion.
Every Martial Artist has the potential to achieve transformations, be it from their race or from reaching a new level of power. Starting at 1st level, you can work to achieve Transformations by meeting their requirements, once you meet all the requirements for a transformation, you may gain it immediately, although some may require training points as well.
- Higher Level Training Points
If you are creating a character at a level higher than one, you will start already having some training points to use, following the table bellow
Level | Training Points |
---|---|
Level 2 | 280 |
Level 3 | 420 |
Level 4 | 560 |
Level 5 | 770 |
Level 6 | 980 |
Level 7 | 1190 |
Level 8 | 1400 |
Level 9 | 1680 |
Level 10 | 1960 |
Level 11 | 2240 |
Level 12 | 2520 |
Level 13 | 2870 |
Level 14 | 3220 |
Level 15 | 3570 |
Level 16 | 3920 |
Level 17 | 4340 |
Level 18 | 4760 |
Level 19 | 5180 |
Level 20 | 5600 |
The calculations of the above format are 70 times your proficiency bonus + your previous level value. If your character possesses any feature that increase how much TP you gain by training or is training with something like increased gravity, you apply the multiplier twice to the number, since it multiplies the previous level value and the current one, so a mutant frost demon made at lvl 3 would have 1.680TP(if they even trained), since it multiplies the 280 from level 2 by 4, and then the 140 added to it by 4 again.
Deflect Missiles[edit]
At 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Martial Artist level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies. From 6th level onwards, you may do this with small energy projectiles as well. Every 6 levels, increase the damage reduced by 1d10.
Fighting Techniques[edit]
Also at 2nd level, your martial prowess is enough that you can perform certain moves. You can do any of the following techniques:
Flurry of Blows. Whenever you take the attack action on your turn, you may spend 1 ki point to perform two attacks as a Bonus Action
Perfect Dodge. You can spend 1 ki point to take the dodge action as a bonus action
Move like lightning. You can spend 1 ki point to take the Dash or Disengage Action as a Bonus Action
Martial Resilience[edit]
Also at 2nd level, due to the constant training your body has been through, you can now endure much more hits than normal. You have a damage reduction equal to your level + your proficiency bonus + your Constitution modifier. This reduction is not applied if you are surprised or attacked by a hidden creature. This does not apply at 0 ki
Ki Coated Limbs[edit]
At 3rd level, you have learned how to coat your body with ki whenever you fight. As long as you have at least 1 remaining ki point, you may choose for your unarmed strikes to deal force instead of bludgeoning damage.
Martial Archetype[edit]
Also at 3rd level, by learning more about yourself, you have developed your own fighting style, choosing to follow this path. You must choose one of the Martial Archetypes described at the end of the class description. The chosen archetype will grant you features at 3rd, 7th, 11th, 16th and 20th levels.
Ability Score Improvement[edit]
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.
You may also ignore this increase to instead gain a Ki Feat.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 11th level, and to four when you reach 17th level.
Martial Arts School[edit]
At 5th level, your training alone could only take you so far, that made you search for the teachings of a martial arts school. You must choose between one of the Martial Arts Schools detailed at the end of the class description. The chosen martial arts school will grant you features at 5th, 9th, 14th and 20th levels
Techniques[edit]
At 5th level, you have honed your abilities to a point where you can focus your ki into or out of your body in the form of Techniques. You learn 3 techniques you meet the requirements of(ignoring the learning time). You may learn as many techniques as you want as long as you find someone to teach you, meet the requirements and you have enough Training Points to learn it. You may also try to learn from looking and trying to replicate, but this would cost twice the points and time to learn. Additionally, you gain a free technique you meet the requirements of every 5 levels after 5th.
At 16th level, you can start to make your own techniques. Talk with your GM about it's cost, damage, effects, etc.
Ki Empowered Blows[edit]
At 6th level, you have begun to focus more Ki into your strikes. Your attacks with Unarmed Strikes now count as magical for the sake of overcoming resistances.
You may also add an extra force damage dice to the total damage depending on your Wisdom modifier. After you reach a modifier of 10, the increase of tiers happens every 5 more added to the modifier(+15 turns into 4d8 and so on)
Ki Power | Damage Dice |
---|---|
If you have a +1 in Wisdom | d4 |
If you have a +2 in Wisdom | d6 |
If you have a +3 in Wisdom | d8 |
If you have a +4 in Wisdom | d10 |
If you have a +5 in Wisdom | d12 |
If you have a +6 in Wisdom | 2d6 |
If you have a +7 in Wisdom | 2d8 |
If you have a +8 in Wisdom | 2d10 |
If you have a +9 in Wisdom | 2d12 |
If you have a +10 in Wisdom | 4d6 |
Ki Sense[edit]
Also at 6th level, the ki that permeates your body helps you visualize the ki of those near you. As a bonus action you may feel the presence of any living being in a radius equal to your Wisdom score times your level. You are able to identify the ki of a specific creature as long as you have felt it before.
Additionally, you may spend Ki to increase your range. For every 1 ki point spent, you multiply the total distance by 1.5 times.
Ki Blast[edit]
Also at 6th level, you learned how to launch small blasts of ki. Whenever you make an unarmed strike, you may choose to make a Ki Blast instead. You make a Ki attack roll instead of the unarmed strike attack roll, and the range is increased to your movement speed. On a hit, they deal your martial arts damage die in force damage.
Additionally, you may spend ki points up to your proficiency bonus when making one of these Ki Blasts, adding 1d8 to the total damage per point spent.
Resistant[edit]
At 7th level, you’ve increased your physical and mental capacities to the point where you can avoid certain effects or AOE attacks, choose one of the following:
Brawn - Strength
Evasion - Dexterity
Endurance - Constitution
Discernment - Intelligence
Intuition - Wisdom
Pride - Charisma
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 18th level, you can choose one additional saving throw.
Ki Enhancing[edit]
At 9th level, you have evolved your ki control to enhance your body in a more refined and effective way.
Focused Ki Punch. When you make an unarmed strike, you may spend a number of ki points up to your proficiency bonus to add 1d8 to it's total damage per point spent.
Ki Body Coating. As a bonus action or reaction to taking damage, you can coat your body with ki. You can spend a number of ki points up to your proficiency bonus, granting yourself a number of temporary hit points equal to the amount spent times 10. You may not use this feature if you still have temporary hit points from this feature, although you may use it if you have temporary hitpoints from a different source(such as a transformation or some special type of clothing).
Ki Body Improvement. Whenever you make any ability or skill check using Strength, Dexterity or Constitution scores, you may spend 1 ki point to grant yourself advantage on the roll. Additionally, when doing an ability or skill check that uses the mentioned scores, you may spend ki points up to your proficiency bonus, adding a +1 to the roll per point spent.
Ki Speed Burst. You may spend 2 ki points to take the dash action as a free action. Additionally, as part of taking the dash action you may spend a number of ki points up to your proficiency bonus added twice, which increases your movement speed by a number of feets equal to the amount spent times 5. This movement bonus lasts until the end of your turn.
Immense Power[edit]
Starting at 10th level, your power has grown to such an extent that a full power blast from your strongest ki technique could destroy the moon! All of your ki techniques gain the following benefits:
- it’s damage ignores resistances but not immunities.
- Their damage die increases by 1.
- They deal ten times as much damage against objects and structures, and they auto crit against these types of targets.
Additionally, you may choose 3 techniques to ignore the Resistant feature.
Ki Charging[edit]
At 10th, you’ve learned a way to focus your energy to regain ki. As a bonus action, you may regain your level + your Wisdom modifier in Ki Points. This amount doubles if performed as an Action instead and triples if done as a full turn action. You cannot use this feature if you are at 0 ki points.
You may use this feature a number of times equal to half your Proficiency Bonus(rounded down), recovering all uses on a short or long rest
Heart Restarter[edit]
At 13th level, you’ve learned a way to jump start your own heart in the extreme case it stops. Once per long rest, whenever you fall to 0 hit points and are not killed outright or have your heart damaged, you may fall to 1 hit point instead.
Battle Analysis[edit]
At 13th level, your experience as a fighter definetely pays off, you are now able to analyze your opponents mid fight. If 5 rounds have passed in a battle, you may spend a bonus action to perform an analysis of a hostile creature within sight range. Their attacks against you are done at disadvantage and your attacks are made at advantage against them. Also, your attacks have their critical radius reduced by 1(20 becomes 19, 19 becomes 18 etc).
The creature may make a DC 20 Wisdom saving throw at the end of their turns, with the benefits of this feature ending after they succeed. You must wait 5 rounds to use this feature against that same creature again.
Fear Inducing[edit]
At 17th level, your sheer amount of power shows, specially with your intimidating aura. As an action, you can unleash your ki in the form of an aura, causing any creature that can see you or feel your energy to succeed a Charisma saving throw or become frightened of you for 1 minute, having to use all of their actions to run away from you. A creature may repeat this saving throw at the beginning of their turns and a creature who succeeds is immune to it for 24 hours. Those who fail by 5 or more become stunned until the beginning of your next turn.
If a target is a higher level or CR than you, they make this saving throw with advantage. If the difference is of 5 or more they instantly succeed, and if the difference is 5 or more downwards, they instantly fail. You can use this feature an amount of times equal to your proficiency bonus, you regain all uses after taking a long rest.
Huge Power[edit]
Also at 17th level, your power reached new heights, even the planet could be destroyed by a powerful blast coming from you! All of your ki techniques gain the following benefits:
- Your ki techniques now ignore resistances and immunities.
- The damage die tier of your techniques increase by one.
- Every extra ki point you spend on techniques now count as if you have spent 2.
- They deal twenty times as much damage against objects and structures, and they auto crit against these types of targets.
- Every ki technique you have has their number of damage dies increased by your Wisdom modifier.
Additionally, you may choose 3 more techniques to ignore the resistant feature.
Your body is also stronger due to your training,, which increased your unarmed prowess. Your critical hit radius on unarmed strikes is reduced by one(20 becomes 19, 19 becomes 18 etc), they also ignore resistances and auto crit against objects and structures. Additionally, you increase the number of attacks on Flurry of Blows to 3.
Fighter's Will[edit]
At 18th level, you have an unrelenting will to fight that cannot be stopped. Once per long rest, whenever you fall to 0 hit points and but not killed outright, you may spend half of your maximum ki points to fall to half of your maximum hit points instead. Once combat is over you fall unconscious and gain 4 levels of exhaustion.
The Breaking of One’s Limits[edit]
Finally at 20th level, you reached a wall in your power, but you didn’t care, your desire to grow more powerful made it that when this barrier presented itself, you simply decided to break it with your will. Your Strength, Dexterity, Constitution and your Wisdom score all increase by 4 and so does their maximum. Additionally, your hit point maximum increases by your Constitution modifier times your level and your Ki Point maximum increases by 20. You also receive an additional use of your Heart Restarter feature.
Martial Archetypes[edit]
Warrior[edit]
The path of those who tirelessly hone their martial arts to no end. This type of fighter is fast, strong, passionate, and always looking for a new challenge.
Goku, a perfect example of a warrior, source [1] |
Deadly Sequence[edit]
At 3rd level, having decided that you fight for the thrill of it and your own personal purpose, you developed faster and better punches, whenever you use the flurry of blows technique, you make 1 additional attack and may spend 1 ki point to make that 2 additional attacks, you also receive +2 damage for every successful hit you do in a row.
Unyielding Determination[edit]
At 7th level, your drive to keep fighting is stronger than the typical fighter. Whenever you have to make a physical or wisdom saving throw, you may spend 4 ki points to give yourself advantage on the roll(this may be done after you roll it normally to get a re-roll), you may also use ki to grant yourself a bonus to the saving throw, for every 3 ki, you get a +1 bonus.
You may use the two parts of this feature a number of times equal to your proficiency bonus each
Additionally, at 19th level, you’ll get a second use of your Fighter’s Will feature per long rest.
On the Fly Meditation[edit]
At 11th level, you found a way to perform quick meditation to recover ki during a battle. Your Ki Charge feature may be used even if you are at 0 Ki, additionally, you may use the Ki Charge feature as a free action once per short or long rest, with it recovering Ki as if used as a bonus action.
This goes up by 1 every 4 levels, but stops at a number of times equal to your Proficiency Bonus.
Martial Retribution[edit]
At 17th level, you developed a way to make swift and powerful counter attacks when hit by an opponent. As a reaction to getting hit by a melee attack, you may spend 5 ki points to make a counter attack, this attack is made with advantage and will deal double damage on a hit. You gain a number of extra reactions equal to your proficiency bonus that can only be used for this feature.
The Number One Under Heaven[edit]
At 20th level, you’ve reached the peak of martial prowess one can achieve by earthly ways. Your unarmed damage goes up by one tier, you receive one more Extra Attack and the extra damage you receive per hit landed in a row becomes +6 per hit, Your Martial Resilience feature now also adds your Strength or Dexterity modifier to the damage reduction and your Heart Restarter feature now makes you fall to your level in HP instead of 1(if you are already at your level or lower in HP, fall to the next lower number instead). Additionally, until you miss an attack, all of your attacks are made with advantage, after the first miss, you only regain the advantage on the next fight you enter.
Hero[edit]
Those Who Fight not for pleasure or passion, but to protect those they love. Anyone will go past their normal limits to protect something they love, and drawing on that power fully can yield legendary results.
Two heros, source [2] |
Heroism[edit]
At 3rd level, you fight against evil and for the safety of others, if you are fighting a creature of any evil alignment, your damage tier and your critical chance both go up by 1, if you have any allies within 10 feet of you or the fight involves the life of one or more innocent people, you have advantage on your attacks and an additional attack per turn in case of the latter. You may also replace Wisdom with Charisma for all your ki, class and subclass features that use wisdom.
A Hero’s Weapon and Their Instrument[edit]
At 7th level, you choose a weapon to become your Hero Weapon, your hero weapon benefits from everything your unarmed strikes would(this includes the damage dice), it is also unbreakable by traditional means and counts as an adamantine silvered weapon. You may also choose a musical instrument to become proficient, you receive this instrument and it becomes you Heroic Instrument, as an action for 4 Ki, you may play a Pacifying Melody, forcing every creature capable of hearing of your choice within 120 ft of you to make a Wisdom saving throw, if they fail, they instantly lose the will to fight and any aggression they had, this also ends any detrimental mental conditions they currently have, on a success, nothing happens.
An Ode to Justice[edit]
At 11th level, you formed a new connection with your Heroic Instrument that granted you new uses for it, you may do the following:
- Heroic Barrier. For 10 ki as a reaction to a ranged, melee or AoE attack, you may play a tune in your instrument that creates a barrier around you, negating any tangible damage, you may also do this as an action to create the barrier around you and one more creature of your size(for every size smaller, double the amount of creatures), you may spend 5 ki per turn to keep playing and maintain the barrier up and may not take any type of action while doing it, non tangible attacks may enter or exit the barrier, if you are hit, you make a concentration check to keep the barrier up.
- Sealing Tune. As an action for your entire ki pool, you may play a tune in your instrument, choose a creature within 120 ft of you, that creature is sealed inside of your body and may only be freed by means of the Dragon Balls, your death, or by someone else playing this tune in reverse with a Heroic Instrument(while within 120 ft of you). You may only have one creature sealed in you at a time.
- Melody of Justice. As an action for 8 Ki, you may play a tune on your instrument, choose a number of creatures equal to your Wisdom modifier(this may include you) within 120 ft of you, for 1 minute, those creatures receive +2 AC, a bonus to attack and damage rolls equal to your Wisdom modifier, a +20ft to their movement speed and a number of temporary hit points equal to your level x your proficiency bonus.
A Hero’s Weapon is an Extension of Themselves.[edit]
At 17th level, you are in sync with your weapon. When you use any Ki Technique, you may choose to channel it in your weapon, during your next attack action, any attack done with the weapon will have the properties of the technique(excluding range), you may also choose to release the technique with your weapon, this will turn every technique with an AoE’s area into a cone, the damage will increase by your Hero Weapon’s(including any buff it currently has, not counting the technique itself) and it will also have the properties of the weapon(such as being silvered). Additionally, when fighting an evil creature, your damage tier and your critical chance now both go up by 2 instead of 1.
A Brave Soul[edit]
At 20th level, you become an inspiring fountain of courage for all, and you find the inner braveness inside of you. Your Heroic Weapon turns into a Brave Weapon, it now completely ignores any damage resistances or immunities, becomes a +3 weapon, becomes completely indestructible apart from special means, such as Hakai, it’s damage tier goes up by one and it will count as a Vorpal Weapon when used against evil creatures. Additionally, the bonus granted by your Melody of Justice is doubled and the save against your Pacifying Melody is made at disadvantage. Finally, for 20 ki points, you can emit an encouraging aura with an 120 ft radius, any number of creatures of your choice within the range are immune to the Frightened and Charmed conditions, gain a bonus to their saving throws equal to your wisdom modifier, their damage reduction increases by double your wisdom modifier, they also receive your Heroism feature while in the aura, any evil creature that is inside the aura has their damage reduction cut in half, has their damage tier and critical chances reduced by 2(if their crit chance is 20 before reduction, they still get the auto hit, but not the extra damage), lose 2 AC and 20ft of movement.
Magical Fighter[edit]
In The vast universe of dragon ball, an incredibly rare, versatile, and powerful subsection of techniques exist under the category of Magic. These techniques can manipulate the world in unforeseen ways, and even imitate the gods themselves. Those who walk the path of the magical fighter, under some sort of rare circumstance, were trained in magical abilities in tandem with their martial arts.
A legendary magic user, source [3] |
Wizardry[edit]
At 3rd level, you discover a different use for Ki, the casting of spells, you may learn one cantrip from any spell list and you receive 2 spells of any spell list that can be 1st or 2nd level but may not be healing spells, when you receive the Techniques feature, you are considered learned in magic and you may learn any technique classified as magic as if it was a normal technique. Additionally, anything in this class that scales off of wisdom, you may choose to scale off of intelligence instead.
Caster Adept[edit]
At 7th level, you gain more optimization, and specialization in wizardry. You may choose an amount of ki techniques that count under magic up to your proficiency bonus. When casting one of these techniques, you can gain one of these benefits on the casted technique:
- You have advantage on any attack rolls and add your proficiency bonus an additional time if the technique makes attack rolls.
- The Technique may bypass damage resistances and immunities alongside any condition immunities a target has.
- If the Technique requires a saving throw, the target(s) makes their save at disadvantage. You also raise the DC by half of your proficiency bonus, rounded down.
- If the Technique inflicts damage, the damage of the technique is doubled instead.
- If your Innate Technique does not inflict damage initially, you choose one of the following options instead:
- The Technique range is doubled.
- The Technique can now target double the amount of targets it would normally.
- The Technique duration is doubled.
You may choose which benefits apply to which technique at the end of a long rest, and can apply a new benefit to each technique at 11th, 17th, 20th, 25th, and 28th level.
Specialized magic[edit]
At 11th level, you specialize more mastery and power into one technique. You will gain the following benefits whenever you cast the chosen technique(can stack with other benefits):
- Increased Damage Output. It's damage dice number will increase by your Wisdom modifier
- Increased Reach. It's range will increase by 30ft unless if it's touch range.
- Optimized Technique. It's ki cost will be halved(rounded up, minimum 1).
Casting Overcharge[edit]
At 17th level, your Caster adept techniques will each get an amount of extra benefits from the following options equal to the amount of benefits they have from caster adept, to a max of 5. To charge this second level of benefits into your technique, you must sacrifice an action to charge your magical energy, and the next eligible technique cast by you in the next 2 turns will gain the chosen benefits. Even if your technique can be casted as a Bonus action, you cannot cast an overcharged technique on the same turn that you overcharge it.
- The cost of a technique is halved, rounded up (Minimum of 1).
- The action cost of a technique can be lowered by 1 if you wish (Ex. Full Round Action -> Action -> Bonus Action -> Free Action).
- If a technique inflicts damage by causing a target to make a save, it will ignore features such as Evasion. It also deals double damage to unsecured objects and structures.
- If a technique inflicts damage by an attack, the technique’s critical hit range improves by 1 and deals extra damage dice on a critical hit equal to your Wisdom modifier (A minimum of +1).
- A technique’s range is tripled as opposed to doubled. It also ignores all forms of cover as well.
- The technique can now target quadruple the amount of targets it would normally.
Additionally, creatures automatically fail if they roll results of 1, 2 or 3 on the d20 for a saving throw against this technique.
- The technique’s duration is tripled. If the technique requires concentration or cursed energy to be spent to remain active, it no longer will.
- If a technique forces a target to make a save against an effect that does not inflict damage, the target cannot benefit from advantage unless it would come from two different sources.
- If a target uses a reaction whenever targeted by a technique, they must roll a d20. On a 1-15, nothing happens. On a 16-20, the reaction is negated.
Energy Absorption[edit]
You have reached the pure essence of magic, learning how to use the magical application to manipulate and absorb the energy around you rather than manipulating only your own energy. As a bonus action, you may activate energy absorption, gaining the following benefits while it is active:
- If you are in an area with living plant life, you gain an amount of ki back per turn equal to twice your wisdom modifier. If you are on a living planet, but not an area with plant life, you will gain only your wisdom modifier ki per turn.
- For every round a creature stands within 30 ft of you, an amount of ki equal to your proficiency bonus will be stolen from them and given to you.
- For every time you land a melee attack on a creature, you may cause them to make a Wisdom and Constitution Saving throw. On a failure of the Wisdom save, they will lose an amount of ki equal to 1/4th the amount of damage done by the attack, and you will gain an equal amount. On a failure of the Constitution save, they will gain a level of exhaustion. you cannot gain levels of exhaustion above 4 with this feature.
Any ki gained by this feature above your maximum will be converted into hp, where you will gain 5 hp for every ki point gained above your maximum. You may also choose to forego your ki gain even without being at max ki, to gain hp instead.
Brutalist[edit]
Those who walk the path of utilizing brute strength and force walk the path of the brutalist.
The greatest brutalist ever, source [4] |
Brutal Fighting[edit]
At 3rd level, you realized that the best way to win in a fight is to just hit your opponent very hard until they break, if made using Strength, the damage tier of your Unarmed Strikes goes up by 1 and you may perform the Shove or Grapple action as part of the attack, if successful, you may do an additional attack as a reaction.
Suplex[edit]
At 7th level, you’ve developed a new technique to use when fighting, if you have a creature grappled, you may forgo one attack to perform a Suplex, slamming the creature to the ground, dealing twice your unarmed strike damage but up 1 damage tier, if you perform this while in the air, you move down and then slam the creature, adding 1d8 for every 10ft you moved.
Limb Break[edit]
At 11th level, you learned to put enough strength behind your blows to instantly break limbs upon impact, once per turn or whenever you hit a critical hit on an unarmed strike, you may force the creature to make a constitution saving throw, on a failure, the limb you hit is broken(must be an arm or leg), being rendered useless, the creature can choose to try and use the limb even if broken, if it’s an arm, attacks will be made with disadvantage no matter what, the damage tier of the attacks made with it will be decreased by 1 and if it hits, the attacker will receive half of the damage back, if it is a leg, the creature will have its movement halved and will not be able to take the dash action. If the creature critically fails the saving throw, you instead completely cut the limb off, and if you break the same limb an amount of times equal to the creature’s constitution modifier, you also cut the limb off.(creatures with no bones or with any similar condition are still affected, instead of broken, the limb is weakened, the effects are the same)
Strong and Sturdy[edit]
At 17th level, you trained your body to a degree that makes it so your overwhelming strength also makes you a durable beast, you add your strength modifier to your total hit points per level and your Hit Dice goes up by one tier, you may also add your constitution modifier to your unarmed damage calculation. Additionally, your damage reduction works even if you’re surprised.
Body Break[edit]
At 20th level, your brutal hits become deadly. Your critical chance goes up by one tier, creatures make the constitution saving throw against your Limb Break with disadvantage, if the creature does not succeed the saving throw, the limb is severed, if they succeed, the limb is broken. Additionally, you may also target the spine and the neck(these may not be severed), to target the spine, you must successfully grapple the target first, if you break it, the creature becomes completely paralyzed and take 10 rolls of your unarmed strike damage(doubled on a crit fail), if you don’t break it, the creature only takes the damage, to target the neck, you have to land a critical hit, if the creature fails the roll, it will instantly fall unconscious and start making death saves, if it succeeds, it will take 8 crit rolls of your unarmed strike damage and become stunned for 1 minute, re-making the save at the end of their turns.
Speedster[edit]
Those who walk the path of the speedster hone their body and ki strictly for the purposes of pure speed. Those who use this Archetype will completely use their ability to out-speed their opponents.
The fastest in the universe, source [5] |
Unmatched Speed[edit]
At 3rd level, the best way to fight is to simply outspeed your opponents, and you have learned how to capitalize off that. You will gain 20ft to your movement speed, and every bonus granted by your Unarmored Movement feature gains an extra 10ft. Your Move Like Lightning fighting technique cost is reduced to 0.
Speed Force[edit]
At 7th level, moving at high speeds empowers your attacks, making you deadly like a missile. Whenever you're benefiting from the Ki Coated Limbs feature, you add an additional dice of damage equal to your Ki Empowered Blows feature per 10ft. you have traveled to your unarmed strike in that turn.
Superior Afterimages[edit]
At 11th level, your speed is such that you seem to be in multiple places at once. you gain the Afterimage Technique, but you are able to use it in a much more powerful way, you gain an additional number of reactions equal to your proficiency bonus that can only be used on the Afterimage Technique. You also receive an extra reaction.
Windmaker[edit]
At 17th level, being fast is not enough for you, having control over the ambient with speed is what defines a truly great speedster. As an action for 10 ki points, you choose a point within your movement speed range. You start circling and zoning around that area, going so fast you create a tornado. Every creature but you in a 30ft. circle centered on the chosen point must make a Strength saving throw. On a failure, they take your current Ki Empowered Blows die a number of times equal to your Dexterity score and cannot take reactions until the beginning of their next turn. On a success, they take half as much damage and do not lose their reaction. You can keep the tornado going for 1 minute, forcing every creature inside the area to repeat the save. You may end the tornado as a free action, although you have your movement speed halved until the end of your next turn. Alternatively, as an action for 10 ki points, you may start to spin in place, any creature in a 20ft radius must make a strength saving throw or be pulled towards you, taking 4 rolls of your unarmed strike in slashing damage and becoming incapacitated, you may stay spinning for a number of rounds equal to your constitution modifier and may take only the movement or dash action while you spin, you can move in any direction including up and down, creatures caught in this tornado may repeat the saving throw at the start of their turns, on a failure staying trapped and taking damage.
Light Bullet[edit]
At 20th level, you found a way to make your speed even greater. As a bonus action for 20 ki points, your movement speed quadruples, you receive a +2 to your AC, attacks made against you have disadvantage, you attack with advantage and you may use the Afterimage Technique for free. This is counted as a technique and will last until you fail a concentration saving throw.
Ki Enthusiast[edit]
Those who walk this path specialize in combat related to concentrating and releasing their inner energy for legendary results. The path of the ki enthusiast allows for potentially maximum power ki attacks.
Prince of the ki enthusiasts, source [6] |
Ki Study[edit]
At 3rd level, you’ve developed a special interest in the usage of Ki, your Ki pool now adds double your Wisdom modifier and you gain the Ki Blast feature earlier, when you gain the Techniques feature, you receive one additional free one from the start and at every other free technique gained.
Technique Deep Dive[edit]
At 7th level, after a deep dive into the fundamentals of ki techniques, you have discovered a new method of utilizing them. You can choose a number of techniques up to your proficiency bonus to gain 2 of the following benefits:
- Your technique gains a number of damage dice equal to your wisdom modifier.
- Your technique's range increases by your walking speed.
- Your technique's DC is increased by half of your proficiency bonus.
- Your technique's attack roll is increased by half of your proficiency bonus.
- Your technique now treats immunities like resistances and resistances like immunities.
You may change one of the techniques you took a deep dive into at the end of a long rest.
Enhanced Charging Capabilities[edit]
At 11th level, due to your experience with Ki you have the ability to access much more before running out. You may use Ki Charging an amount of times per short or long rest equal to twice your proficiency bonus.
Maximized Ki Output[edit]
At 17th level, your mastery with Ki has become so great your techniques are said to destroy the world. You can spend additional Ki points in your techniques equal to your level. In addition, your technique's deal 30 times as much damage against objects and structures instead of 20.
Final Technique[edit]
Finally at 20th level, even though it's dangerous, even though it could be in vain, you would risk it all just for the win. Choose one of your techniques to become a "final technique". Whenever you're using a final technique while under half of your maximum hit points, you can spend hit points up to your wisdom score added twice, adding the following to the technique per 2 hit points spent:
- Your technique's damage dice increases by 1.
- Your technique's range or radius increases by 10ft.
- Your technique's DC is increased by 1.
- Your technique's attack roll is increased by 1.
Berserker[edit]
Those who walk the path of the Berserker are blessed with an incredibly strong body, and Utilize their fury as a way to boost their power. The berserker is fully willing to give up their sanity in exchange for overwhelming power.
Berserker entering rage, source [7] |
Rage[edit]
At 3rd level, you’ve learned to channel the rage within yourself and use it in battle, as a bonus action, you may enter a state of fury that grants you the following effects:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you may add your Strength modifier twice to the damage.
- You have resistance to bludgeoning, piercing, and slashing damage.
- Your damage reduction is increased by your Strength modifier and will function even if you are surprised or attacked by a hidden creature
If you are able to cast spells, you can't cast them and cannot concentrate on anything while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You have a number of uses equal to your proficiency bonus, regaining them in a long rest
Savage Attacker[edit]
At 7th level, you only punch, thinking is overrated. While raging, your attacks are all made with advantage, but you roll your intelligence and charisma saving throws with disadvantage. Twice per turn when you hit an unarmed strike, you may force the target to make a strength saving throw or be knocked prone, if you use the second hit on the same creature and they fail again, they get stunned until the beginning of your next turn.
Fury[edit]
At 11th level, your rage becomes more intense, making you stronger, when in Rage, you gain the following effects:
- You have advantage on Strength checks and Strength saving throws, and treat any roll of 9 or below as a 10.
- When you make a melee weapon attack using Strength, you may add your Strength modifier three times to the damage.
- You have resistance to bludgeoning, piercing, slashing, fire, cold, lightning and acid damage.
- Your damage reduction is increased by your Strength modifier added twice, your constitution modifier one additional time and will function even if you are surprised or attacked by a hidden creature
- Whenever you land a critical hit, you deal a number of extra damage dice equal to your strength modifier
- When you land a hit, you may choose to force the target to make a strength saving throw, being launched back a number of feet equal to your strength modifier X 10 on a failure.
Planet Heavy Punches[edit]
At 17th level, you can focus your anger in your blows even when not in your raging state. Your unarmed strikes deal an additional number of dice equal to your constitution modifier.
Wrath[edit]
At 20th level, you reach a level of rage that is so intense that it becomes pure unfathomable wrath. While raging, you gain the following effects:
- You have advantage on Strength checks and Strength saving throws, and treat any roll of 14 or below as a 15.
- When you make a melee weapon attack using Strength, you may add your Strength modifier four times to the damage.
- You have resistance to all damage except psychic damage.
- Your damage reduction is increased by your Strength modifier added three times, your constitution modifier two additional times and will function even if you are surprised or attacked by a hidden creature
- Whenever you land a critical hit, you deal a number of extra damage dice equal to your strength modifier 1.5x.
- When you land a hit, you may choose to force the target to make a strength saving throw, being launched back a number of feet equal to your strength modifier X 20 on a failure.
- Your unarmed strikes gain the same buffs against structures and objects as your ki attacks
- As long as you are raging, you cannot be knocked unconscious, if you fall to 0 hit points, you keep on fighting while making your death saves.
In addition, you gain unlimited uses of your rage.
Martial Arts Schools[edit]
Each Martial Artist has a School or subsection of martial arts that they specialize in, separate from the archetype of fighting that they use to fight. These schools can be chosen from the ones below.
Turtle School[edit]
The Turtle School encompasses those who fight under or like the turtle Hermit style.
Training at the turtle school, source [8] |
Body Discipline[edit]
At 5th level, the Turtle School taught you to take care of your body and have a proper martial discipline. Your Caring, lifting, dragging and pushing capacities all double, your jumping distance quadruples and your movement speed increases by 10ft. Additionally, the ki cost on your Move Like Lightning technique is reduced to 0.
Fighting Discipline[edit]
At 9th level, you’ve been taught the disciplines of the Turtle School on how to fight. Whenever you use your Martial Techniques, you use them in an improved version
Flurry of Blows. You now make 3 attacks instead of 2
Perfect Dodge. You also receive advantage on dexterity saving throws and gain +1 AC
Move like lightning. Your movement speed is doubled when used
Technique Discipline[edit]
At 14th level, you learn from the school how to better utilize the techniques created by it. The cost of learning and upgrading any Turtle School technique is decreased by your Wisdom modifier to a minimum of 1, and whenever you use a Turtle School technique, the cost is decreased in the same way and you may choose to add damage die equal to your Wisdom modifier or increase the CD by your Wisdom modifier.
Turtle Hermit[edit]
“Work hard, study well, and eat and sleep plenty! That is the Turtle Hermit way! We must master the art of peace in addition to the art of war! The Turtle Hermit School will be with you... always!”
At 20th level, you have graduated and finally have been nominated a Turtle Hermit. Whenever you decide to use your training feature, the training points you receive are doubled.
Crane School[edit]
The Crane School is a secret school that specializes in tactics and lethal techniques in tandem with their ki abilities.
A crane master and his students, source [9] |
Assassin Training[edit]
At 5th level, you’ve enrolled into the Crane School to learn the ways of assassination. You become proficient in the Stealth skill, expertise if you already had it, and learn a way to make your unseen or more precise attacks hurt more, whenever you make a melee or ranged attack roll with advantage, you may add 3d6 to the damage, this may also apply if there is an ally within 5ft of the creature or if the creature is restrained, this damage increases by one dice every 2 levels.
Pressure Point Knowledge[edit]
At 9th level, the school teaches you how to hit the pressure points on the body right. Your critical chance goes up by 1 and whenever you hit a critical hit, you may add your Assassin Training damage. Additionally, you gain the Flight technique for free.
Assassination Techniques[edit]
At 14th level, you learn from the school how to better utilize the techniques created by it. The cost of learning and upgrading any Crane School technique is decreased by your Wisdom modifier to a minimum of 1, and whenever you use a Crane School technique, the cost is decreased in the same way and you may choose to add damage die equal to your Wisdom modifier or increase the DC by your Wisdom modifier.
The Greatest Assassin[edit]
At 20th level, you’ve become the greatest assassin you can be. Your critical chance goes up by 1 once again, and whenever you land a critical hit, you multiply the damage by 3 instead of 2. Additionally, any technique that requires an attack roll has their critical chance increased once again and multiplies the damage by 4.
Demon School[edit]
The Demon School of Martial Arts is Incredibly focused upon Ki output, innovation, and use.
A demon school master, source [10] |
Ki Focusing[edit]
At 5th level, you have been trained in the basic ways of the school, which focuses on the usage of ki. You gain your charisma modifier and your proficiency bonus on ki in addition to your wisdom in your total ki pool and you may choose to deal force damage with your hits even if you are at 0 ki.
Ki Blast Versatility[edit]
At 9th level, you learn different ways to utilize your ki blasts and ki techniques. You may launch your ki blasts and ki techniques from any part of your body, you also receive the following ki blast variations:
Eye Beams: You may launch ki blasts from your eyes, you may target two creatures when you use this variation, but instead of you making an attack roll, the creatures must succeed on a dexterity saving throw, taking no damage on a success. You may also use this as a reaction to being targeted by 1 to 2 projectiles or ki blasts, making an attack roll, if you beat the attack roll the attacker rolled, you nullify the attack.
Scattering Bullet: you may launch all of your possible ki blasts at once in a 50ft area within your ki blast range, targeting all creatures in it, the creatures must make a dexterity saving throw, taking the full damage on a failure and half damage on a success.
Demonic Techniques[edit]
At 14th level, you learn from the school how to better utilize the techniques created by it. The cost of learning and upgrading any Demon School technique is decreased by your Wisdom modifier to a minimum of 1, and whenever you use a Demon School technique, the cost is decreased in the same way and you may choose to add damage die equal to your Wisdom modifier or increase the DC by your Wisdom modifier.
Demon King[edit]
At 20th level, you achieve the highest rank in the school, a Demon King. You may add your charisma modifier and your proficiency bonus once again to your ki maximum per level, and whenever you use your Ki Charging feature, you recover your charisma modifier and proficiency bonus in addition to the normal recovery. Additionally, the limit of how much ki you can pump into a technique doubles as long as it actively fires ki.
Training Upgrades[edit]
Ability Score Improvement[edit]
For 50 training points, increase one ability score by 1, when used to upgrade an ability score that you already used this on, the cost increases by 50 for each time.
Speed Training[edit]
For 30 training points, increase all of your movement speeds by 10ft, every time you pick this upgrade after the first, increase the cost by 25.
Resistance Training[edit]
For 80 training points, you receive an extra hit dice, every time you pick this upgrade after the first, increase the cost by 30.
Power Level Training[edit]
For 100 training points, your training multiplier is multiplied 1.5x, every time you pick this upgrade after the first, increase the cost by 150.
Ki Training[edit]
For 60 training points, you add your wisdom modifier to your ki pool maximum, every time you pick this upgrade after the first, increase the cost by 40.
Multiclassing[edit]
You Cannot Multiclass in or Out of Becoming a Ki martial Artist, as You can never go back once you open your Body to the abilities of Ki.
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