Ki Master (5e Class)

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Ki Master[edit]

Ki masters dedicate all their lives studying ancient texts, meditating and training their bodies, minds and souls to learn how to channel the ki, the life force energy present in all living creatures. The path of the ki master is a mix between physical and mental training, mastering both mystical techniques, unarmed combat and weapon combat, to become unrivaled martial artists. The ki master believes in balance between apparent contradictions, and thus they strive to blend the violence of combat and the harmony of the understanding and connection to the ki, becoming able to at the same time build and destroy using this energy. As they grow their comprehension about ki trough hard and disciplined training, the ki master's discover secret martial techniques that grants them the ability to merge both aspects of ki, destructive and constructive, reaching the mastery over their own selves and becoming at the same time saints and living weapons, and a threatening presence for any foe.

Creating a Ki master[edit]

When creating your character, ask yourself how did you learn to control your ki. Did you had a master, training you either alone or alongside with other students in a monastery or temple, or maybe did you have the natural ability to control your life force? The origin of your ability to channel ki may influence how you use this power to interact with the world, either by serving the interests and ideals of a master or organization, or your own.

Quick Build

To quick build a Ki master, make Dexterity your highest ability score followed by Wisdom then Constitution. Take the Outlander or Hermit background.

Class Features

As a Ki master you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ki master level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ki master level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Religion, and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Ki master

Level Proficiency
Bonus
Features Ki Points Ki Limit
1st +2 Unarmored Defense, Imbued Fists, Ki, Ki Master Tradition 2 2 (1st-level)
2nd +2 Sixth Sense, Ki-Infused Strikes 2 2 (1st-level)
3rd +2 Mystical Techniques 3 2 (1st-level)
4th +2 Ability Score Improvement 4 2 (1st-level)
5th +3 Fighting Surge 5 2 (2nd-level)
6th +3 Ki-Fueled Attack 6 3 (2nd-level)
7th +3 Ki Master Tradition Feature 7 3 (2nd-level)
8th +3 Ability Score Improvement 8 3 (2nd-level)
9th +4 9 5 (3rd-level)
10th +4 Ki Master Tradition Feature 10 5 (3rd-level)
11th +4 Anticipate 11 5 (3rd-level)
12th +4 Ability Score Improvement 12 5 (3rd-level)
13th +5 13 6 (3rd-level)
14th +5 Ki Aura 14 6 (4th-level)
15th +5 Ki Master Tradition Feature 15 6 (4th-level)
16th +5 Ability Score Improvement 16 6 (4th-level)
17th +6 17 7 (5th-level)
18th +6 Ki Master Tradition Feature 18 7 (5th-level)
19th +6 Ability Score Improvement 19 7 (5th-level)
20th +6 Grand Master 20 7 (5th-level)

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Imbued Fists[edit]

Starting at 1st level, you can enhance your unarmed strikes with ki energy. As an action, you can make a melee spell attack against a target within 5 feet. On a hit, you deal 1d12 force or bludgeoning damage (choose one). This attack doesn't add your ability modifier to the damage roll, and you can use your Dexterity modifier, instead of Wisdom, to make this attack. Starting at 5th level, you can make one additional attack for a total of 2 attacks, another at 11th level, for a total of 3 attacks, and another one at 17th level, for a total of 4 attacks.

Ki[edit]

Your ability to connect and understand the life energy present in all living creatures have given you the ability to cast spells. See Spells Rules for the general rules of spellcasting and the end of the class listing for the ki master spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the ki master spell list. You learn additional ki master cantrips of your choice at higher levels as shown in the Cantrips Known column of the Ki Master table.

Ki Points

You have an internal reservoir of energy that can be devoted to spells you know. This energy is represented by ki points. Once you reach 3rd level in this class, you can spend additional ki points to increase the level of an spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does, as shown on the table bellow.

The number of ki points you have is based on your ki master level, as shown in the Ki Points column of the Ki Master table. The number shown for your level is your ki point maximum. Your ki point total returns to its maximum when you finish a short or a long rest, but you must meditate at least 30 minutes during the rest to regain your ki points. The number of ki points you have can’t go below 0 or over your maximum.

Ki Limit

Though you have access to a potent amount of ki energy, it takes training and practice to channel that energy. There is a limit on the number of ki points you can spend to cast a spell. The limit is based on your ki master level, as shown in the Ki Limit column of the Ki Master table. For example, as a 3rd-level ki master, you can spend no more than 3 ki points to cast a spell, no matter how many ki points you have.

Spellcasting Ability

Wisdom is your spellcasting ability for your ki master spells, since you learn your spells through concentration and attunement to the universe. 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 ki master spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus

You can have a specially prepared tattoo, or ki-infused hand wraps, belts or any other type of clothing. You must attune to this object or tattoo to transform it into a spellcasting focus (as if you were attuning to a magic item). You can also use a staff arcane focus as a spellcasting focus for your ki master spells.

Ki Master Tradition[edit]

At 1st level, you choose a tradition that shapes the way you channel and study ki, each detailed at the end of the class description. The tradition you choose grants you features at 1st level and again at 7th, 10th, 15th and 18th level.

Sixth Sense[edit]

At 2nd level, as an action, you can concentrate your focus on the ki flowing around you, allowing you to sense creatures that are nearby. Choose one creature type. You can sense creatures from the type as if you had cast detect evil and good for 1 minute.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Ki-Infused Strikes[edit]

Starting at 2nd level, you learn to channel the ki energy flowing trough your body to infuse your unarmed strikes and weapons. When you cast any ki master spell on yourself, you can use your bonus action to add +1 to your attacks and damage rolls for 1 minute. If you cast a spell of 2nd or 3rd level, the bonus increase to +2, and to +3 if you cast a spell of 4th and 5th level.

In addition, you can choose to spend up to additional 6 ki points when you use this feature to add 1d4 force damage per 2 ki points spent to your damage rolls.

Mystical Techniques[edit]

Beginning at 3rd level, you learn how to use Mystical Techniques, each detailed at the end of the class description. Each mystical technique requires an Action to be used, unless otherwise indicated. The number of mystical techniques you know are indicated in the Mystical Techniques column of the class table.

You have a number of uses of this feature equal to your proficiency bonus, and regain your uses of this feature after finishing a short or a long rest.

Additionally, when you gain a level in this class, you can choose one of the mystical techniques you know and replace it with another mystical technique as long as you meet its prerequisites.

Some of your mystical techniques require your target to make a saving throw to resist the mystical technique's effects. The saving throw DC is calculated as follows:

Mystical Technique save DC = 8 + your proficiency bonus + your Wisdom modifier

Fighting Surge[edit]

At 5th level, when you use your Imbued Fists as an action, you can make a melee weapon attack as a bonus action on your turn.

Ki-Fueled Attack[edit]

Beginning at 6th level, a ki master learn how to combine its martial arts with the ki abilities, using both at the same time. To use this ability, you must not be wearing armor or wielding a shield, and be using a martial arts weapon you're proficient with. Once in each round when you cast a ki master spell of 1st level or higher, as a bonus action you can make a melee weapon attack. If the spell requires an attack, you can use your weapon attack modifier instead of your spell attack modifier.

In addition, when you cast a cantrip, you can spend 1 ki point to allow you to make an attack as a bonus action on your turn.

Anticipate[edit]

At 11th level, you learn how to read the ki of your targets to anticipate its movements. Whenever a non undead or construct creature you can see within 120 feet of you makes an attack against you, you can use your reaction to make an melee weapon attack against the aggressor's own attack. On a success, you deflect the attack and it has no effect.

In addition, when you use this reaction, you can spend 1 ki point to make a single attack against the attacker.

Ki Aura[edit]

Starting at 14th level, you enter in a state of perpetual awareness, using your ki to shield you from harm creating a invisible aura around you. You can use your ki aura in the following manners:

  • When a creature move within 5 feet of you, you can spend 1 ki point to force that creature to make a Dexterity saving throw. On a failed save, it takes force damage equal to twice your Wisdom modifier, or half as much on a success.
  • When a creature hit you with an attack, you can spend 1 ki as a reaction to reduce the damage taken by an amount equal to your Wisdom modifier, causing the same amount of damage to the target.

You can use this feature a number of times equal to twice your proficiency bonus, regaining your uses after a long rest.

In addition, while you have at least 1 ki point, you gain blindsight up to a range of 10 feet.

Grand Master[edit]

At 20th level, whenever you roll initiative, you regain 14 ki points.

Ki Master Traditions[edit]

Iron Shirt Tradition[edit]

The iron shirt tradition focus on using the ki to make their bodies resilient to strikes, causing their skin and bones to become durable as steel. These resistant fighters use deep and solid stances in fight to raise impenetrable defenses.

Iron Shirt Tradition Spells

Your iron shirt tradition grants you spells at the ki master levels listed. Each spell counts as a ki master spell for you, but it doesn't count against the number of ki master spells you know.

  • 3rd. Shield
  • 5th. Warding Bond
  • 9th. Aura of Vitality
  • 13th. Stoneskin
  • 17th. Wall of Stone
Bones of Stone

At 1st level, you use your Strength and Constitution modifiers, instead of Dexterity and Wisdom, when calculating your unarmored AC.

In addition, when using your Infused Strikes, you can choose to instead of adding the bonus to your attack rolls, to add it to your AC. If you choose to increase your AC with this feature, once in each of your turns, you can choose one creature within 5 feet of you and mark it. The marked creature have disadvantage against attacks made to any creature other than you until the start of your next turn.

Strong Body

At 7th level, you gain proficiency in the Athletics skill. You can add twice your proficiency bonus in checks made with it. Additionally, you have advantage on contested (Strength) Athletics checks made to shove, grapple or to resist to either of those actions, and advantage to Strength saving throws against effects that would knock you prone or unwillingly move you.

Impenetrable Defense

Starting at 7th level, whenever you use ki points to cast a tradition spell, you can give yourself resistance to one damage type for 1 minute.

Self Healing

At 10th level, you can spend 2 ki points as a bonus action to regain 1d10 + your Constitution modifier hit points.

Ki Bastion

At 15th level, whenever you use a Mystical Technique, you gain a pool of d4's equal to half your level in this class. When you or a creature within 5 feet of you take damage, you can use your reaction to spend any amount of the dice in this pool, reducing the damage by the amount rolled on them.

Additionally, whenever a creature you can see within 5 feet of you takes damage, you can use your reaction to split the damage between the both of you. Each creature must take at least 1 point of damage, and this damage can't be reduced by any means.

Iron Skin

Starting at 18th level, when you finish a long rest, you can choose to spend 6 ki points to gain resistance to all damage types, except psychic, for 1 minute.

In addition, while in this state, if you are under half your maximum of hit points, you regain a number of hit points equal to 5 + your Constitution modifier at the start of each of your turns.

Flowing Fist Tradition[edit]

The flowing fist tradition focus on the mastery of the martial arts enhanced by the power of ki, infusing both their unarmed strikes and weapons with this mystical energy.

Flowing Fist Tradition Spells

Your tradition grants you spells at the ki master levels listed. Each spell counts as a ki master spell for you, but it doesn't count against the number of ki master spells you know.

  • 3rd. Wrathful Smite
  • 5th. Branding Smite
  • 9th. Blinding Smite
  • 13th. Staggering Smite
  • 17th. Banishing Smite
Martial Specialization

At 1st level, you can build a connection with a specific technique or weapon trough your ki. Choose either your unarmed strikes or any simple or martial weapon to forge a bond with it. Your martial specialization weapon of choice is considered magical for the purposes of overcoming resistances to nonmagical damage.

If you choose unarmed strikes as your martial specialization, your damage die with it increase in one category: 1d4 becomes 1d6, 1d6 becomes 1d8 and 1d8 becomes 1d10. If you choose a weapon, you are considered proficient in attacks made with that weapon, and you can conjure it to your hand as a bonus action on your turn.

Fluid Movement

At 7th level, you can add your Wisdom modifier to any Dexterity check you make. In addition, you have advantage on Dexterity (Acrobatic) checks made to move trough dangerous or difficult terrain.

Skirmisher Footwork

At 7th level, during your turn while under the effects of your Infused Strikes feature, if you make a weapon attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn .

In addition, you can add your proficiency bonus to your AC when you suffer an opportunity attack.

Iron Fist

Whenever you hit a creature with a unarmed strike or a simple weapon, you can spend 2 ki points to add 2d8 to the damage roll. The damage type is force.

Strike Rush

At 15th level, while wielding your Martial Specialty weapon, you can use your bonus action to move 30 feet towards a creature and make a single unarmed strike. When you do so, you can spend one use of this feature as part of the same bonus action to make 2 additional attacks with it.

You can use this feature twice, and regain your uses after a short or a long rest.

Fist Frenzy

Starting at 18th level, you can spend 7 ki points to enter in a frenzied state, that allow you to make two unarmed strikes or attacks with light weapons as a bonus action in each of your turns for 1 minute. You roll a d10 for these attacks, instead of the regular damage die for the weapon used.

While this ability is active, you gain the benefits of the freedom of movement spell.

Ki Expulsion Tradition[edit]

The ki expulsion tradition focus in channeling the ki to create dense balls of ki energy and hurling it against opponents in a form of energy blasts.

Ki Expulsion Tradition Spells

The Ki Expulsion tradition grants you spells at the levels listed. Each spell counts as a ki master spell for you, but it doesn't count against the number of ki master spells you know. Your ki expulsion spells deal force damage, instead of the regular damage for that spells.

  • 3rd. Guiding Bolt
  • 5th. Shatter
  • 9th. Fireball
  • 13th. Vitriolic Sphere
  • 17th. Cone of Cold
Ki Blast

At 1st level, you gain the ability to concentrate your ki into a dense ball of energy, hurling it onto your enemies. You can use your Imbued Fists to make ranged attacks against a creature within 120 feet. The damage is force.

If you make one attack with an unarmed strike, martial arts weapon or ki blast as part of your attack action, you can make another one as a bonus action on your turn. You can use any feature that requires a unarmed strike or martial arts weapon with your ki blast instead.

Energy Manipulation

At 7th level, you can use your ability to condense ki to move trough the environment. You can add half your Wisdom modifier, instead of Strength or Dexterity, on Athletics and Acrobatics checks. Additionally, you learn the gust and dancing lights cantrips. They don't count against the number of spells you know.

Energy Projectile

At 7th level, you gain the ability to shape your ki into projectiles of any type. While you're under the effects of your Infused Strikes feature, when wielding a ranged weapon, you can create projectiles made out of pure ki. When you do so, you deal force damage instead of the normal damage for that weapon. If you are not wielding a ranged weapon, you can create a energy handaxe, javelin or spear, that deals force damage, instead of the regular damage, each time you make an attack roll.

Blasting Rush

Starting at 10th level, you can spend 2 ki points to hurl Ki Blasts or any of your tradition spells as a bonus action on your turn.

Explosive Blast

At 15th level, whenever you make an attack with your ki blasts or energy projectile while under the effect of your infused strikes, your attacks are draw to the target, ignoring half and third cover. On a hit, all creatures within 5 feet of the target must succeed on a Dexterity saving throw, or take damage equal to your martial arts die.

Overcharged Beam

Starting at 18th level, you can spend up to 8 ki points to concentrate ki on your hands and release in a powerful beam of energy.

The beam has a width of 5 feet and a range of 60 feet, and forces any creature on the area to make a Dexterity saving throw or take 1d6 force damage per ki point spent on a failed save and it is pushed 15 feet back and can't take reactions, or half as much on a success and isn't pushed.

You can create a new beam of ki as your action on the end of each of your turns for 1 minute. For example, after spending 2 ki points, for 1 minute you can create a ki beam that causes 2d6 force damage.

In addition, while this ability is active, you can project beams of energy on a solid surface, allowing you to project yourself to the air, granting you a flying speed of 30 feet. You must end your movement speed on the ground, or else you fall.

You can spend a maximum of 8 ki points in this feature over the course of a long rest.

Mystical Techniques[edit]

Tiger Leap

Prerequisite: 3rd level

You can move 10 feet and jump a number of feet up to your proficiency bonus + Wisdom modifier x 5. If you end this movement next to a creature, you can use your Imbued Fists against it.

At 17th level, if this jump would take you into another creature's space, it must attempt a Strength saving throw or be knocked prone.

Movement of Wind

Prerequisite: 3rd level

Make an attack with your Imbued Fists. On a hit, in addition to the damage, you impose disadvantage on all attacks made against you until the end of your next turn.

Starting at 11th level, the first attack you make until the end of your next turn is made at advantage. At 17th level, all attacks you make until the end of your next turn are made at advantage, and you can't suffer opportunity attacks.

Black Tiger Steals the Heart

Prerequisite: 3rd level

You move towards an creature within 15 feet of you, and make an attack against it. On a hit, the target is pushed 10 feet away from you if it is from your size or lower. If you hit a creature larger than you, you can move 10 feet after the attack, without taking an opportunity attack. In addition, the target take the damage from your Imbued Fists.

At 17th level, you knock the target prone.

Waving Hands

Prerequisite: Flowing Fist Tradition

As a bonus action, you can give yourself advantage on a single attack roll you make on your turn. On a hit, you add your Wisdom modifier to the damage.

At 11th level, on a hit, you make one additional attack. At 17th level, you can forgo one of your attacks and use your Imbued Fists.

Bull Rush

Prerequisite: Iron Shirt Tradition

Choose one target within 30 feet. You can move towards it and make a melee spell attack against the chosen target. On a hit, the creature takes 1d8 + your Strength modifier bludgeoning damage. A creature Large or smaller is pushed 5 feet back and knocked prone.

At 11th level, the damage increases by 1d8. At 17th level, it increases by an additional 1d8.

Stunning Strike

You make a melee spell attack against a creature within 5 feet. On a hit, you deal 2d8 bludgeoning damage and the target must succeed on a Wisdom saving throw or become Stunned until the end of its next turn.

At 11th level, the damage increases by 1d8. At 17th level, it increases by an additional 1d8.

Iron Wall

Prerequisite: 11th-level, Iron Shirt Tradition

You enter in a defensive stance for 1 minute, as a reaction against taking damage. For the duration, you gain 10 temporary hit points. If the attacker is within 5 feet, it takes bludgeoning damage equal to the number of temporary hit points it have reduced with the attack. If the temporary hit points reach 0, you knock 10 feet back the attacker and any creature of your choice within a 5-foot radius.

At 17th level, you gain 15 temporary hit points and enemy pushed backs is also knocked prone.

Circular Strike

Prerequisite: 11th level

Make a melee weapon attack against a target creature. On a hit, you can hit one additional target within 5 feet of the first one. The attack automatically hits, causing 2d4 + your Wisdom modifier bludgeoning damage.

At 17th level, you can choose one additional target, within 5 feet of your first target or in a 5-foot radius around you.

Ki Master Spell List[edit]

Cantrips

blade ward, guidance, gust, magic stone, one inch punch resistance, shillelagh, spare the dying, sword burst, true strike

1st-Level

absorb elements, bless, compelled duel, cure wounds, detect good and evil, detect magic, detect poison and disease, expeditious retreat, false life, feather fall, goodberry, heroism, inflict wounds, jump, longstrider, protection from good and evil, purify food and drink, sanctuary, zephyr strike

2nd-Level

aid, blur, calm emotions, darkvision, enhance ability, gust of wind, hold person, invisibility, knock, lesser restoration, levitate, magic weapon, misty step, pass without trace, protection from poison, see invisibility, spider climb

3rd-Level

blink, catnap, fly, haste, life transference, protection from energy, revivify, tongues, water walk

4th-level

death ward, elemental bane, freedom of movement, greater invisibility, staggering smite

5th-level

commune with nature, greater restoration, hold monster, skill empowerment, steel wind strike


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