Ki Master (5e Class)

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Ki master (Variant Monk Class)[edit]

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him he quickly take them down with his own fists. The tattos shines revealing that he was ready for more.

Creating a Ki master[edit]

A ki master is a master of using his/her own body as a weapon. They are masters of unarmed combat, amplifying their own natural power with elemental magic enchanced by his tattoes.

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


Armor: None
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Athletics, Survival, Insight, Nature, and Intimidation


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

Table: The Ki master

Level Proficiency
Martial Arts(Iron Strike) Ki Points Unarmored Movement Features
1st +2 1d4 1
2nd +2 1d4 2 +10 ft.
3rd +2 1d4 3 +10 ft.
4th +2 1d4 4 +10 ft. Ability Score Improvement
5th +3 1d6 5 +10 ft.
6th +3 1d6 6 +15 ft.
7th +3 1d6 7 +15 ft.
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft.
10th +4 1d6 10 +20 ft.
11th +4 1d8 11 +20 ft.
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft.
14th +5 1d8 14 +25 ft.
15th +5 1d8 15 +25 ft.
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft.
18th +6 1d10 18 +30 ft.
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft.

Unnarmored Defence[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.

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • Iron Strike: You can use your Dexterity modifier instead of Strength for the attack and damage of your unarmed strikes and monk Weapons.
  • Iron Strike: You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain Ki master levels, as shown in the Martial Arts column of the Ki master table.
  • Flurry of blows: When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make unarmed strikes as a bonus action equals to your dex modfier. For example, if you take the Attack action and attack with a club, you can also make unarmed strikes as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

Masters tatoo[edit]

At 1st level, As ki master you've started your way into the ki master's journey. You can choose one of the following tattoes:

Magic Master

Your ki infuses into your innate sorcery ability, from now on your ki and sorcery points are fueled into the same resources (you can use your ki to infuse your magic with metamagic)

You gain 2 metamagic options to choose from and is consiered a full caster with the sorcery table. Your flurry of blows is enchanced to a flurry of magic, granting the ability to cast cantrips instead of martial arts up to your proficiency modfier at the cost of 2 ki.

Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.

Battle master

You infused your ki to the life of your own body. Creating a powerfull and ancient warrior. You gain 3 maneuvers from the battle master list at the cost of 1 ki

The dices for these maneuvers are D10 and can be used in every attack of flurry of blows without the use of aditional ki up to your proficiency


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 master level determines the number of points you have, as shown in the Ki Points column of the Ki master table.

You can spend these points to fuel various ki features.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain 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 save DC = 8 + your proficiency bonus + your Wisdom modifier

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Grasping Claw

You can spend 1 ki point once when you hit with an unarmed strike or melee monk weapon attack to make a grapple attempt against your target. During this attempt, you may use Wisdom in place of Strength and target creatures up to two sizes larger than you.

Disarming Blow

You can spend 1 ki point once when you hit with an unarmed strike or monk weapon attack to force its target to succeed on a Strength saving throw with disadvantage or drop an item of your choice.

Piercing Strike

You can spend 1 ki point when you make an unarmed strike or monk weapon attack. If you do, that attack ignores resistance and its attack roll gains advantage and ignores disadvantage.

Piercing Strike

You can spend 1 ki point when you make an unarmed strike or monk weapon attack. If you do, that attack ignores resistance and its attack roll gains advantage and ignores disadvantage.

Tranquility Mind[edit]

At level 2, whenever you use your flurry of blows without its enchance, you gain 2 ki points that cannot surpass the maximum ki you have.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Ki master levels, as shown in the Ki master table.

At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move. unless your wearing armor or wielding a shield, then this feature is disabled.

Master Path[edit]

At 3rd level, you become more in tune with your Ki side, your senses become more keen and your body grows strong. you can choose one of the the ki master style detailed at the end of the class

Ki master Style[edit]

Choose a Focus Style, which describes how you trained your innate ki power: Lightning style

Your choice grants you features when you choose it at 3rd level and again at 6th, 11th, and 17th level.

Battle trance[edit]

When you reach 4th level, You have trainned yourself to have calm in most of the environments you were, you can channel your body to produce ki while in combat. you gain 1 ki point per attack you hit. This can surpass your maximum ki, but cannot be gainned when you expend ki on your turn.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wisdom fighter[edit]

Starting at 5th level, The master path you follow enlights you with great wisdom. You can use your wisdom in adition with your dexterity to hit and damage rolls you make.

Ki master Secret Art[edit]

At 5th level, you gain the ability to use up ki to fuel attacks and magic, for ever ki you have spent you add an additional martial arts die to the technique, this aplies to maneuvers, spells and abilities that use ki. if you have more than one attack you can choose when it will take effect

Ki-Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. this also applies to your elemental strikes.


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.

You can use your reaction to enter dodge stance for these effects as well

Quick reflex[edit]

Starting at 7th level, you can use your reaction to hit and enemy if he misses a melee attack on you.

If you make an unarmed strike as part of the Attack action on your turn you gain a +2 bonus to AC until the start of your next turn, while you aren’t incapacitated.

Unrelenting Force[edit]

At 10th level, you gain 2 aditional metamagic options or maneuvers depending on your tatoo choice.

Wisdom of the old[edit]

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body[edit]

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. However, you can still die of old age. In addition, you no longer need food or water.

Zen recovery[edit]

At 17th level, you can expend your action and bonus action to focus on recovering your body. You can expend ki points and heal your maximum martial arts die per ki points you expend, until the next turn attacks against you are made with advantage.

Ki master Secret Art evolved[edit]

Beginning at 18th level, ki master secret art works when you gain or spend ki points.


At 20th level, you gain the ability to use all your ki to release a powerful aura for one minute, enemies must make a wisdom saving throw at a disadvantage or be frightened, you gain your secret art ability for the entire duration of the aura and ki points you gain are doubled for its duration.

Lightning Martial Arts[edit]

At 3rd level when you attack a creature with your flurry of blows technique you can perform one of the following actions. This must be chosen before any attack rolls. Flurry of blows can be casted before using your action

Ki steal Strikes: Whenever you hit someone with flurry of blows even if you have spend ki you can regain half your wisdom modfier round up ki points. This can only be used one time per flurry of blows.

Lightning kick: If you hit the target with flurry of blows, you can deliver a kick that knocks the creature prone. The kick does your maximum unarmed dice damage.

Mantle of the Storm

At 6th level as a bonus action you can spend 4 Ki points to cloak yourself in lightning for 1 min or until you dispel it gaining you enhanced speed and reflexes.

You gain a number of reactions equal to half your wisdom modifier round up.

You can use your action to cast flurry of blows.

You gain your half your ki master secret arts dice for the entire duration.

Armor of the Storm

At 11th level as a bonus action you= gain an enhanced version of the Mantle of the Storm. You have all the abilities listed from the original ability plus a few additional ones.

You gain AC equal your wisdom modfier for the entire duration

When you take the dash action or bonus action, you move without provoking attacks of opportunity

Your unarmed strikes deal an additional 2d8 Lightning damage


Starting at 17th level, Whenever you disable your mantle of the storm you deal 8d6 lightning damage in a 30 foot area, the creatures must make a dexterity save and on a success they take half damage.

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