Ki Warrior (5e Class)
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- 1 Ki Warrior
- 1.1 Ki Warrior
- 1.2 Creating a Ki Warrior
- 1.3 Class Features
- 1.3.1 Table: The Ki Warrior
- 1.3.2 Unarmored Defense
- 1.3.3 Focused Martial Arts
- 1.3.4 Ki Wielder
- 1.3.5 Fighting Arts
- 1.3.6 Ki Techniques
- 1.3.7 Ability Score Increase
- 1.3.8 Step of the Clouds
- 1.3.9 Extra Attack
- 1.3.10 Ki Infused Strikes
- 1.3.11 Fighting Arts
- 1.3.12 Gather Power
- 1.3.13 Evasion
- 1.3.14 Kaioken x 2
- 1.3.15 Lightning Reflexes
- 1.3.16 Fighting Arts
- 1.3.17 Iron Will
- 1.3.18 Kaioken x 3
- 1.3.19 Improved Gather Power
- 1.3.20 Ultimate Techniques
- 1.3.21 Fighting Arts
- 1.3.22 Kaioken x10
- 1.3.23 Awakened Potential
- 1.4 Unleashed Arts
- 1.5 Aegis Arts
- 1.6 Mighty Arts
- 1.7 Ki Techniques
- 1.8 Blast Type Effects
- 1.9 Strike Type Effects
- 1.10 Form Effects
- 1.11 Enhancement Effects
- 1.12 Multiclassing
He stands in their midst, a smile plays upon his face. He loves a challenge and here they were ready as any to give him what was needed. Jeering and laughing they assumed that because he had no weapon that he was helpless. They moved in, all at once but in a flash he was no longer among them...he was above them! Hanging in the sky by sheer will power alone he gestured, a ball of light appeared in his hands as he held it and uttered the channeling phrase. The intensity of the light grew and he thrust his hands forward unleashing the concentrated ball of ki energy in a blast of power that sent his foes flying.
She faced the army of undead without flinching. They were many, and she was but one who wielded no weapon. Her fists and feet were more than enough. Undead were slow and stupid, while she was swift and clever. In a quick burst of speed she was in the air and soon crashing into the midst of her foes with all the ballistic force of a mighty fireball. In a blink of an eye before they could react she was moving with in their midst , each step she took she lashed out with a shattering strike, no movement was wasted, and no foe got to attack in kind. Soon she stood before the necromancer who had a shocked look upon his face.
His focus was absolute, and his foe was every bit as confident in their skills as he was in his own. In a moment that would change. Assuming a stance he focused his ki and empowered himself. His muscles grew, energy crackled on his skin, and his otherwise normal short size was now much bigger and taller. The look of confidence in his foe faltered for a moment. That was all he needed. Lashing out, his large fist slammed into his foe with the power of a cannon ball. His foe had tried to block it with his shield, but it was a useless act as it merely shattered under the heavy blow. Now there was fear in his eyes.
His foe attempted to attack with his sword only for it to strike upon the dense muscle and only managed to cut the surface of his skin. He grabbed the sword bending it in half, as he glowered at his foe. Weapons and armor could only take one so far unless you had the power to strip a person of them. Ki Warriors devote themselves in different methods of wielding their ki than that of a monk as Ki Warriors are more focused on the art of fighting than mastery of one’s body through the internalizing of one’s ki.
The Power of Ki: Much like the Monk, the Ki Warrior devotes time to learning to harness and control their ki, but to unequaled levels above that of the Monk, though because of their training they do not use ki in the same manner that a Monk can and will never be able to. A Ki Warrior learns to amplify their ki, expel it from themselves with unbridled force, or to turn it inward be able to do things others cannot. As they gain experience a Ki Warrior becomes more adept at how they can use their ki and how much power they can put into their attacks.
Dedicated Training: Ki Warriors come about from dedicated training under a single master rather than in schools or monasteries with others. This training is more specialized and personal allowing the Ki Warrior to develop a deeper understanding of the martial arts and to push their body to its limits under the careful guidance of a master. Ki Warriors do not live the same life as their Monk brothers as they see adventure as the best form of training as it gives them real life experience and allows them to develop the techniques they need based upon their experiences rather than through any set path. Ki Warriors tend to find work in places that make use of their unique fighting skills either as a bodyguard, mercenary, or adventurer. In fact the life of an adventurer is what truly appeals to any Ki Warrior as the best means of constantly testing their capabilities and developing new techniques for using against their foes.
Creating a Ki Warrior
- Quick Build
You can make a Ki Warrior quickly by following these suggestions. First make Constitution your highest ability score followed by Dexterity. Second choose the Folk Hero background.
As a Ki Warrior you gain the following class features.
- Hit Points
Tools: Choose any 1 type of tools, or musical instrument.
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, and Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer’s Pack or (b) (B) an Explorer’s Pack.
- Chosen Tool
|Features||Ki Points||Ki Techniques Known||Unarmed Damage|
|1st||+2||Unarmed Defense, Focused Martial Arts||----||---||1d6|
|3rd||+2||Martial Arts Style, Ki Techniques||CON+1||2||1d6|
|4th||+2||Ability Score Improvement, Step of the Clouds||CON+1||2||1d6|
|6th||+3||Ki-Infused Strikes, Martial Arts Style||CON+2||2||1d6|
|7th||+3||Gather Power, Evasion||CON+2||4||1d8|
|8th||+3||Ability Score Improvement||CON+3||4||1d8|
|9th||+4||Kaioken x 2||CON+5||4||1d8|
|11th||+4||Martial Arts Style||CON+7||6||1d8|
|12th||+4||Ability Score Improvement||CON+8||6||1d8|
|14th||+5||Kaioken x 3||CON+11||6||1d10|
|15th||+5||Improved Gather Power||CON+13||8||1d10|
|16th||+5||Ability Score Improvement, Ultimate Techniques||CON+13||8||1d10|
|17th||+6||Martial Arts Style||CON+14||8||1d10|
|18th||+6||Kaioken x 10||CON+15||8||1d10|
|19th||+6||Ability Score Improvement||CON+16||8||1d10|
Beginning at 1st level, while you are wearing no armor and not using a shield, your AC equals 10 + your Dexterity Modifier + your Constitution Modifier.
Focused Martial Arts
At 1st level, you must choose a particular form of martial arts that will affect how the character fights and defends themselves. Unlike other classes the Ki Warrior does not use weapons; instead they focus their unarmed fighting capabilities and hone them to a sharper edge than any blade. And they can lash out with their ki in ways similar to a cantrip, granting the Ki Warrior versatility that others do not have.
- You can use Dexterity instead of Strength for attack and damage rolls for your unarmed strikes. If you learn to use weapons you can make use of your Dexterity instead of your Strength on the attack rolls of a number of weapons you have learned to use equal to your Intelligence modifier +1.
- Unarmed Strike: You can roll 1d6 in place of normal damage of your unarmed strike. As you gain in levels the type of die you roll changes.
- Ki Blast: Instead of making an unarmed strike you can also focus your power to a single point and deliver a ki blast at an opponent. This blast is equal to your unarmed strike damage, and has a range of equal to your Constitution modifier x 15 in feet for short range and x30 feet for long range. The damage type of ki blasts is Force and is treated as any normal ranged attack. Attack rolls are made with your Dexterity modifier + proficiency bonus. The damage bonus is your Constitution modifier.
Starting at 2nd Level, your training allows you unleash the full capabilities of your ki. With this feature you gain a number of unique abilities that enhance on what you can do. When initially gained the character gets an a number of Ki Points equal to their Constitution modifier + the column noted above (minimum 1). Each level there after the character gains a number of ki points equal to what is noted in the column. These ki points can be spent to fuel the following ki abilities as well as others as you gain them. A character regains ki points after a long rest, or after a short rest they may recover 1d4+Constitution modifier ki points. Ki save DC= 8 + Proficiency Bonus + Constitution modifier
- Note that the below features cannot be combined with techniques unless the technique clearly states that it enhances the feature. Below are three basic techniques that a Ki Warrior can do:
- Flurry of Blows: Immediately after you take the Attack action on your
turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Lesser Haste: Speed increases by 10ft, and you gain a +1 to AC until the start of your next turn.
- Focused Power: Ki can be focused to allow an attack to be delivered faster or to hit harder. You can gain either a +2 to your next attack roll or a +4 to damage, but not both.
When you reach 3rd level, you commit yourself to a particular style of fighting: Unleashed Arts, Aegis Arts, and Mighty Arts. These styles are detailed later. Your style grants you features at 3rd level, 6th, 11th, and 17th level.
Starting at 3rd Level, the character gains the ability to use ki techniques. These are special powers that the character can use that can either enhance upon a specific aspect of the character’s existing capabilities, or it can grant a new capability or power. Ki techniques are built off of the character’s unarmed damage or ki blast by adding effects to them. Typically one effect may be used (unless otherwise noted in the effect) without spending ki points, but ki techniques (ki blasts built with more than 1 effect on them) do use ki points.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Step of the Clouds
At 4th level, you move more swiftly to a point that gravity holds no sway to you allowing you to fly. Your normal ground movement can be used now in 3 dimensions as you fly through the air as if under the Fly spell. This cannot be used if you are wearing any armor or are encumbered. You do not need any material components, and does not count as a concentration based power. However if hit with an attack the character must still make a concentration check to remain aloft. You must spend 1 ki point in order to use this ability and it remains in effect for 1d8+Proficiency+Constitution modifier turns. If you are hit you do need to spend another ki point to use this.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Ki Infused Strikes
At 6th level, your unarmed strikes are considered to be magic for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
When you reach 6th level, you improve in your chosen style of fighting: Unleashed Arts, Aegis Arts, and Mighty Arts. These styles are detailed later.
At 7th level, the character learns how to gather up ki from their environment to supplement their waning supply of ki. Using an action, the character may roll 1d4+Constitution modifier to determine how much ki they can gather and add to their supply of ki (not exceeding their maximum number of ki points they have). After it is used the character must take a long rest before it can be used again.
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.
Kaioken x 2
Kaioken x 2: At 9th level, You've mastered the basics of the Kaioken, enabling you to enhance your body to tremendous degrees. As a bonus action on your turn, you can enter the Kaioken state for up to 1 minute, until you end it, or until you fall unconscious, whichever comes first. A tremendous red aura radiates visibly from around your body. While in this state you gain the following benefits:
- Your base movement speed increases by 10 feet.
- Your melee attacks deal additional damage equal to your Constitution modifier.
- Any Ki Blasts you make in this state deal an additional 1d6 damage.
- You ignore the effects of any number of levels of Exhaustion while in this state.(Except Death)
- At the end of each of your turns while in this state, make a Constitution saving throw vs. a DC 10. On a failed saving throw, gain a level of Exhaustion. Every turn after the first, the DC cumulatively increases by 2. You can end the Kaioken state at the start of any of your turns without expending an action.
At 10th level, your reflexes are supremely fast. You gain advantage on Initiative rolls, and when allowed a reaction you also have an additional reaction that you may spend.
When you reach 11th level, you improve in your chosen style of fighting: Unleashed Arts, Aegis Arts, and Mighty Arts. These styles are detailed later.
At 13th level, your will and resolve cannot be easily broken or shaken. If exposed to an effect that requires a Will Save that is a Charm, Curse, or Fear effect you have advantage on the saving throw.
Kaioken x 3
Kaioken x 3: By 14th level, you can unleash the Kaioken beyond your body's limits. You can enter the Kaioken x 3 state as a bonus action on your turn for up to 1 minute. While in this state you gain the following benefits:
- Your base movement speed increases by 30 feet.
- Your melee attacks deal additional damage equal to double your Constitution modifier.
- Any Ki Blasts you make in this state deal an additional 1d10 damage, and an additional 1d10 for each Ki point you spend to increase the damage.
- You ignore the effects of any number of levels of Exhaustion while in this state.(Except Death)
- At the end of each of your turns while in this state, make a Constitution saving throw vs. a DC 10. On a failed saving throw, gain a level of Exhaustion. Every turn after the first, the DC cumulatively increases by 3. You can end the Kaioken x 3 state at the start of any of your turns without expending an action.
Improved Gather Power
At 15th level, the characters ability to gather ki to supplement their waning supply is improved. Instead of rolling 1d4+Constitution modifier you instead roll 2d4+Constitution modifier. You still are limited to using this one time until you use a long rest.
At 16th level, the character can create an ultimate technique. An ultimate technique is based upon the creation of earlier ki techniques, but is more powerful and costs more Ki points to use. You start with creating a normal ki technique, but double the ki cost. For doing this you may double one chosen aspect of the technique – damage, range, or area of effect. You can only enhance one aspect.
When you reach 17th level, you master your chosen style of fighting: Unleashed Arts, Aegis Arts, and Mighty Arts. These styles are detailed later.
Kaioken x 10: By 18th level, you can unleash the Kaioken beyond your body's limits. You can enter the Kaioken x 10 state as a bonus action on your turn for up to 1 minute. While in this state you gain the following benefits:
- Your base movement speed increases by 60 feet.
- Your melee attacks deal additional damage equal to triple your constitution modifier.
- Any Ki Blasts you make in this state deal an additional 2d10 damage, and an additional 1d10 for each Ki point you spend to increase the damage.
- You ignore the effects of any number of levels of Exhaustion while in this state(Except Death).
- At the end of each of your turns while in this state, make a Constitution saving throw vs. a DC 10. On a failed saving throw, gain a level of Exhaustion. Every turn after the first, the DC cumulatively increases by 5. You can end the Kaioken x 10 state at the start of any of your turns without expending an action.
At level 20, you have awakened a hidden power within you to unleash on your foes. This can be activated as a bonus action, and it lasts a number of rounds equal to your Constitution modifier plus half of your Ki Warrior level. When activated the character’s Speed is increased by 10ft, they gain advantage on one attack roll per turn, and all damage that the character deals in increased by +1 die type used. This feature is usable only once per day and is regained after a long rest.
Ki Warriors of the unleashed arts know how to draw out the most of what they can do with their ki allowing their anger to fuel their powers, or to channel their ki to make them stronger or more agile. And those that reach the peak of power can exude their presence to inspire fear in their opponents, and can unleash the true power of their ki in their attacks.
- Released Ki Rage
Starting when you choose this fighting art at 3rd level, you can know a technique that allows you to convert raw emotion into power.
For a single action you may ignore the ki cost for a ki technique that you wish to use.
This cannot be used again until you have had a long rest.
At level 9 and level 18 you gain an additional use of this ability.
- Power Up
At 6th level you gain the ability to temporarily boost either your Strength or Dexterity score.
One point of ki improves the score by two points.
You can spend a number of ki points you like in this manner.
The effects of the power up last 1 minute, and the character must concentrate on the powers use to maintain it.
- Aura of Power
At 11th level you gain the ability to release your aura of power instilling fear in those who see you. As an action, all opponents who can see you must make a WIS save.
If they fail the save they are awe struck and in fear of your power and are paralyzed (from fear) until their next turn. If they succeed in their save they are simply fearful of the character.
If a paralyzed target is struck however they get an additional WIS save, but with advantage to break free.
If they fail again they remain paralyzed (and get another roll if hit again) until the start of your next turn.
After it is used the power cannot be used again until a short rest is taken.
- Unleashed Blast Power
At 17th level you gain the ability to unleash a powerful and destructive ki blast.
This adds an additional 1d6 to damage done per die existing in the attack.
The attack roll is made with advantage.
If hit the target must make a DEX save for half damage (if a part of an attack that is a save for no damage this supersedes that roll where if they succeed here they still take damage).
Once used this cannot be used again until the character has taken a long rest.
The Ki Warrior has learned to harness their ki to make them faster, more difficult to hit or even see.
- Poetry in Motion
At 3rd level you gain a +1 to your AC so long as you have taken a move action on your turn.
At 9th level the character can expend 2 ki points while moving to avoid attacks of opportunity as if they had spent an action to disengage from a fight.
- Balistic Impact
At 6th level you develop the ability to release your ki in a powerful ballistic blast that you release at the end of your movement.
For each 10ft of movement you take you may expend 1 point of ki for charging.
Once you are at the end of your movement, as a bonus action, you can release that pent up ki in a powerful blast doing 1d8 damage per ki point you spend from moving.
Anything within a 10ft radius of the character must make a STR saving throw.
If they fail they are pushed back 10ft per die of damage.
If they succeed then they are knocked prone instead.
At 11th level you can be unstoppable.
When exposed to a magical effect that would hamper your movement or restrain you, you are at advantage for any checks you make to resist the effect (this includes being grappled).
However if the effect is magical you may expend a number of ki points equal to the spells level when exposed to it to gain immunity to the effect until the start of your next turn.
- Aegis Shield
At 17th level you can generate a powerful shield that can block any force applied against it.
Using an action or a reaction you may expend ki block an attack you have either been hit with or know you will be hit with.
This shield blocks all damage in a 15ft curved line in front of you and protects any allies (or even enemies) adjacent to your or behind you from the effect (this protects against area of effect attacks, even ones that would normally go around a barrier).
You need to expend 1 ki point per die of damage in the attack you wish to negate.
If you do not expend enough ki to completely block the attack then the damage that was not blocked shatters the shield and applies normally, along with any other effects that the attack may inflict (should this happen saving throws are made with advantage).
The Aegis shield cannot block psychic attacks however.
The martial artist has devoted themselves to a path of making themselves physically more powerful. They can resist more harm than others, become physically stronger, or they can internalize their ki to such a point that they physically gain an immense change in physical size and power.
At 3rd level you are not someone that is easy to keep down. When your HP is reduced to 0 immediately regain some HP allowing you to stay in the fight longer.
As an incidental action when HP is reduced to 0 you can regain a number of HP equal to your CON modifier plus your Ki Warrior level.
You also may expend a number of points of ki to recover additional HP.
Every 3 pts of ki spent allows 1d6 HP to be recovered.
Once used this cannot be used again until a long rest has been taken.
At 6th level you have the skill and power to break the weapons, equipment, doors, walls and so on whether it is.
With an action you can target your attack on an object (whether it is held or stationary, or a structure).
If the object is worn or held you make a normal attack roll against the opponents AC.
Damage is dealt to the object instead of the person resulting in the object being damaged or broken. Either a melee or ki blast (or ki technique) can be used for this.
If targeting a stationary object or structure the Attack roll has advantage against its AC.
If the targeted item/structure has a damage threshold then its strength is halved against your attack.
- Superior Might
At 11th level your encumbrance limits are increased.
Whatever your character’s normal encumbrance limits are, is doubled.
You also are not easy to push or knock prone and also have advantage on any rolls to resist these.
If no roll is given to resist being pushed or knocked prone then the character automatically resists the effect.
- Mighty Titan
At 17th level you are capable of pumping ki into your body forcing a drastic physical change that makes you resistant to harm, larger and overly more powerful.
By spending 8 points of ki you gain the following capabilities for 1 minute (so long as you concentrate).
After the power is used it cannot be used again until a short rest is taken, however you can continue to maintain the power by expending an additional 8 ki points (even if your concentration is broken you can immediately expend the ki using your reaction).
·Physical size or bulk increases granting you a resistance to all forms of damage except for psychic, electricity, and sonic based attacks, but weight increases by 50%, and your ground base speed is reduced to 20ft.
·You deal an additional +1d12 with your melee attacks.
·Your bulk makes you easier to hit, lowering your AC by 1, however you also gain temporary HP equal to your Ki Warrior level x3.
Ki techniques are special attacks that a character can have that either enhances upon your unarmed melee attack, or your ki blast attack, or it may enhance upon some other aspect of the character.
If a technique has prerequisites you must meet them to learn it.
A character is allowed to create a limited number of techniques, and they are allowed to have access to a limited number of effects that they may use.
When you gain the ability to use ki techniques you may choose four effects that you may know.
Every two levels there after you may choose one additional effect that you may know, and at each level you may choose to change out one effect you know for something else.
At a given time you may use one effect you know freely without expending any ki points.
A Ki Technique is made when you have more than one effect added to something you can do.
The number of ki techniques you can know is limited however, and the number of effects you are allowed to put on a technique is limited too.
A technique is allowed to have three effects added to it.
When a new technique is allowed to be learned you can choose to instead increase the effects you have available on an existing technique by 1.
Once a technique is made you must use at a minimum of two effects that the power has. Using a technique costs 1 point of Ki per effect, with a minimum cost of 2 ki points needed. With Enhancement Techniques (noted below) are their own techniques and add to the existing ki point costs that may be in use, or have their own noted costs.
Blast Type Effects
These are effects that apply specifically to your ki blast.
When you use your ki blast and hit a target with it the force of the blast forces the opponent to make a STR save. If they fail the save they knocked prone. The damage of the attack also gains the bludgeoning type.
When you use your ki blast the blast fired is disk shaped and possesses a cutting edge dealing slashing damage in addition to Force damage. The attack deals an extra 1d6 slashing damage.
When you use your ki blast the blast is shaped like a corkscrew and punches through targets. The attack additionally deals piercing damage in addition to its normal Force damage. Attacks made drill through a straight line and if an opponent is directly behind the initial target then the attack punches through them and deals half damage to the second target.
Strike Type Effects
These are effects that apply to the characters unarmed strikes.
When you strike an opponent with an unarmed strike you sap the opponent of some of their strength. If you hit an opponent with an unarmed strike deal damage as normal, however in addition to the damage dealt the opponent must make a CON save or they suffer disadvantage on their next attack roll.
When you strike an opponent an opponent with an unarmed strike the opponent is left stunned. If you hit an opponent with an unarmed strike deal damage as normal, however in addition to the damage dealt the opponent must make a CON save or they are stunned until the start of the characters next turn.
You know how to hit harder than others, often enough to drop some beings in a single strike. You may trade a -1 to your attack rolls to gain a +2 to damage, and may trade up to a -5 to your attack rolls in this way.
Knife and Spear Strike
Your unarmed strike can hit with the cutting power of a blade or the piercing power of a spear. When making an unarmed strike you may choose if you will be making the strike as either the normal bludgeoning strike, or as a slashing strike, or piercing strike. However you may only use one type at a time.
These are effects that add a form to either your unarmed strike or ki blast. There is a difference however between the two as each have noted rules in how they work. Note that Form effects can be taken a second time to double the area that they affect.
Your ranged attack is converted into a line affecting a 40ft long line that is 3ft wide, though may reduce the length of the line to make the line wider. Targets within the affected area must make a DEX save for half damage. For melee attacks the line applies to an area of 30ft and you you can attack any opponent adjacent to you as you move down the straight line (you must use your movement). Opponents do not get to take reactions against you while you do this. Make one attack roll and opponents make a DEX Save, those that fail the check take damage. Those that succeed take no damage.
Your attack can conform to a particular shape such as a diamond, a squiggly line and so forth that are not a straight line, radius, or cone. This can even be broken up into separate effects. The area available to work with is 30ft. Targets within the affected area must make a DEX save for half damage. For melee attacks the shaped area is one that the character must have enough movement to get around in. Otherwise this functions similar to the melee version of a line.
Your attack is converted into an explosion affecting a 30ft radius, sphere, or cube. Targets within the affected area must make a DEX save for half damage. Here you are attacking every opponent directly around you, make one attack roll and opponents make a DEX Save. Those that fail the check take damage.
Requirements: Ki blast only Your attack is converted into a line affecting a 30ft long cone or cylinder. Targets within the affected area must make a DEX save for half damage.
These are effects that can be applied to not just the character's ki blast, and unarmed attack, but they can also apply to other aspects of what the character can do.
Requirements: Applies to the use of Flurry of Blows
When using Flurry of Blows you may expend 1 additional point of ki to gain an additional attack that is a part of your flurry of blows.
Prerequisite: Must be at least level 6
Requirements: Must apply to ki techniques.
You can expend more ki to power up your attacks. Each additional point of ki you spend increases the amount of damage you deal by one die, however this applies to a single attack at a time. Thus if you can make two attacks and deal normally 1 die of damage (plus modifiers), then to up the damage of both attacks by +1 die you need to spend a total of 2 ki points. The limit of ki you can spend in this manner is equal to your CON modifier +1.
Counter Ranged Attack
Requirements: Must be at least level 6. Applies only to your ranged ki attacks.
Must spend at least 1 ki point. You can attempt to counter an incoming ranged attack with your ki blast. If you use your reaction you can fire off a ki blast, or you may use a ranged ki technique attack. You make an attack roll vs. the roll made. If successful, damage is rolled for both attacks. If the damage for the opponent is less than yours then the attack is countered and any damage you have over theirs is dealt to the opponent. However the reverse of this also applies where if their damage is greater than your own then you take the remaining damage.
Prerequisite: Must have Lesser Flash Step, and Greater Step of the Clouds
Requirements: Must use 4 ki points.
You can move instantly from one point to another requiring the opponent to make a Perception roll to know where the PC has gone to, however you must still be able to freely move through or around the area you wish to go to. If the opponent fails their check, and if the PC has not attacked yet, they may make their first attack roll with advantage. The speed at which the character moves is 80ft when using this. This can be used while flying.
Greater Step of the Clouds
Prerequisite: Must have Step of the Clouds
When using the Step of the Clouds feature the character’s speed is doubled, and you can still dash.
Requirements: Must be level 6
You may increase the damage dice rolled for the attack by 1d6; at level 12 this improves allowing 2d6 additional damage dice to be rolled, and at level 20 you roll 3d6 additional damage dice.
Lesser Flash Step
Requirements: Must be level 6
You gain a +10ft to your speed and can expend 2ki to double your ground speed and does not apply to when your flying.
Requirements: Must use 2 ki points.
As a bonus action you can grant yourself advantage on the next Strength, Dexterity, or Constitution roll you make (saving throw or skill roll). This does not apply to attack rolls or damage.
Sense Ki Flow
Requirements: Must be level 11.
You can sense the flow of ki in the world around you.
By reading the flow of ki from an opponent or your surroundings you can sense where a person is and generally what they are doing in addition to having a general idea of a places layout. Sensing ki allows you to make a normal Perception roll in darkness, total darkness, or if blinded to move around and fight.
You are able to discern one person from another and are at an advantage to Perception rolls for tracking a person via their ki which leaves trails that a skilled user can discern and follow.
However if attempting to find hidden passages or specific objects then the character is at a disadvantage to their Perception roll as specific details on an environment cannot be sensed, only details on a person can. The range of this is 60ft.
Prerequisite: Must have 1 blast type technique already known, or 1 strike type technique known.
Instead of dealing Force damage for your blast, or normal bludgeoning damage for your unarmed strike, the type of the attack can be switched over to deal one of the following other types of effects noted below. You can only choose 1 additional effect when this is taken and if taken again applies to a different chosen elemental type. The attacks are not considered magical however.
·Acid: Ki is used to create a corrosive effect similar to acid. The attack requires a DEX save to avoid instead of an attack roll. This can target a single person and affect at least 1 additional target within 5ft of the initial target with splash damage.
·Cold: Ki is used to create a super cold effect chilling the air and contain the super chilled air to be used in an attack. A normal attack roll is made. The target, if hit, takes damage had has its movement reduced by 10ft until the start of your next turn.
·Fire: Ki is used to super heat and ignite the air and contain that fire to be used in an attack. A flammable object hit by the attack ignites if it isn’t being worn or carried.
·Lightning: Ki is used to generate electricity and contain that electrical charge used in an attack. Upon taking damage the target also loses its reactions until the start of its next turn.
·Thunder: Ki is used to create a localized sonic boom upon the target. The attack requires the target to make a CON save to resist taking damage (taking no damage if they succeed). Targets made of stone, crystal, or metal are at a disadvantage to this saving throw. The sound of the attack however can be heard up to 300ft away.
·Radiant: Ki is used to create a brilliant explosion of light and heat. When the target takes damage they are temporarily blinded until the start of your next turn if they fail a CON saving throw.
Prerequisite: Must be at least level 6
Requirements: Must use 1 ki point, and must apply to ranged ki attacks.
The tracking shot allows you to make an attack roll that ignores ½ cover and ¾ cover, and total cover so long as the attack has a path to the target.
You must make a Perception roll via the Sense Ki Flow technique if the target has total cover in order for you to attempt to use tracking shot to hit them.
Requirements: Applies to the use of Focused Power Instead of gaining either a +2 to his or a +4 bonus to damage you instead gain advantage on your next attack roll, or you may gain a +8 damage.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: