Ki Master (5e Feat)
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Ki Master
Prerequisites: Wisdom 13 or higher
You have learned how to use your inner energy to generate and store ki. You gain the following benefits:
- You gain 3 ki points and regain all of these expended ki points when you finish a short or long rest. You can spend these points to fuel various ki features. You know three such features: Ki Strike, False Stamina, and Enchant Weapon.
- Ki Strike. Immediately after you hit a target with a melee attack, you can spend 1 ki point to make the attack deal 1d6 additional radiant damage.
- False Stamina. You can spend 1 or more ki points as a bonus action to gain 4 times the ki points spent temporary hit points for 1 minute.
- Enchant Weapon. As an action, you may spend 2 ki points and enchant one melee weapon your are holding. That weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage for 10 minutes.
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