Kirai Monk (5e Class)
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Kirai monks are martial artists and cultivators of ki, much like regular monks, but have a stronger draw to the pursuit of transcendence. The aim of a kirai monk is reach a state of communion with the force of ki, and becoming one with this mystical energy, instead of just channeling it trough their bodies. Their great attunement to this force open their minds, enhances their senses and break the limitations of their bodies. These monks are notoriously enduring, both of body, mind and spirit, being perpetually covered by an aura of ki that protect them from harm. They are true spiritual dreadnoughts, although one may think otherwise on a cursory glance upon their figure. They don't hone their bodies to the same extent of other martial traditions, because they believe that perfection of body is a lie; they believe that the truth lies in the perfection of mind and spirit, and trough this mental and spiritual training, the body will always follow.
Creating a Kirai Monk
While creating your kirai monk, consider your personal path to transcendence. Are you a member of an organized temple, or did you seek the path of transcendence by alone, isolating yourself in the pursuit of greater understanding. Did you trained under a master, or trough ancient tests and solitary practice? Were your master kind and understanding, guiding you like a father would do to a kid, or a cruel and brutal one, brutalizing your body and mind and shaping your control over the ki like a blacksmith would hammer down a piece of steel to form a blade?
- Quick Build
You can make a kirai monk quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution and Dexterity. Second, choose the Hermit background.
As a kirai monk you gain the following class features.
- Hit Points
Weapons: Simple weapons
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Wisdom, Charisma
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
|Intuitive Strike||Ki Points||Features|
|1st||+2||1d6||—||Cosmic Grace, Intuitive Strike|
|3rd||+2||1d6||3||Monastic Tradition, Energy Manipulation|
|4th||+2||1d6||4||Ability Score Improvement, Detect Disturbance|
|5th||+3||1d8||5||Extra Attack, Kirai Shout|
|6th||+3||1d8||6||Ki-Empowered Strikes, Monastic Tradition feature|
|8th||+3||1d8||8||Ability Score Improvement|
|9th||+4||1d8||9||Focused Training, Cosmic Communion|
|11th||+4||1d10||11||Monastic Tradition feature|
|12th||+4||1d10||12||Ability Score Improvement|
|16th||+5||1d10||16||Ability Score Improvement|
|17th||+6||1d10||17||Monastic Tradition feature|
|19th||+6||1d10||19||Ability Score Improvement|
At 1st level, you gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
- Intuitive Strikes. You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes.
- Unarmed Combat. You can roll a d6 in place of the normal damage 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.
Also at 1st level, you add your Wisdom modifier to your Acrobatics and Athletics checks and to your Dexterity saving throws.
In addition, while not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
You don't benefit from Cosmic Grace if you are unable to move.
Starting at 2nd 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 monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Heightened Reflexes, Shadow Crossing, and Flurry of Blows. You learn more ki features as you gain levels in this class.
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
- Flurry of Blows
- Heightened Reflexes
You can spend 1 ki point as a reaction against an attack or failed Dexterity save, you can add your Wisdom modifier as a bonus to your AC or save. If you are target by magic missiles, you can use this feature to nullify its effects.
- Shadow Crossing
You can spend 1 ki point to take the Hide action as a bonus action. If you are in dim light or darkness, you can take this action even when in plain sight.
In addition, you add your Wisdom modifier to your Dexterity (Stealth) check when you use this ability.
At 2nd level, your standing jumps don't have their distance reduced, and you can add your Wisdom score to calculate your jump distance.
When you reach 3rd level, you commit yourself to a monastic tradition. This class is meant to work with any monastic tradition brought by the Monk class. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
At 3rd level, you are capable of using your powers over the Force to extinguish energy. When you are forced to make a saving throw against an effect that affects an area (such as a cone, sphere, radius, or line, between others) that causes acid, cold, fire, lighting or thunder, you can spend 1 ki point as a reaction and make a Wisdom saving throw against the spell save DC. On a success, you automatically fail the saving throw against the effect, but you become its only target.
If the effect is a spell, you must spend a number of ki points equal to the spell slot used to cast a spell in order to use this feature (or 1 ki point for a cantrip).
Ability Score Improvement
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.
At 4th level, you are naturally in tune with other living creature's feelings and emotions. You can use your reaction to reroll a Wisdom (Perception) and (Insight) checks.
In addition, you can no longer be surprised while you are conscious.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level, you can use a bonus action and spend 1 ki point to let out a Shout so powerful it pushes and harms your enemies. All creatures in a 15-foot cone must succeed on a Constitution saving throw or are pushed 10 feet back and take 2d8 thunder damage.
You can a number of ki points up to half your monk level, to increase the damage dealt by 1d8 per ki point spent. The cone also increases to 30-foot if you spend at least 5 ki, and to 60-foot if you spend at least 7 ki points.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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.
Starting at 9th level, you can choose to concentrate on your turn without taking an action (as if concentrating on a spell). While you concentrate, you and all friendly creatures in a 10-foot radius gain a bonus equal to your Wisdom modifier to their Dexterity checks and saving throws, and on the Strength (Athletics) checks made to jump.
Also at 9th level, you learn the spells commune with nature and commune, which you can cast as a ritual. When you cast commune ,you don't receive an answer from a deity, but from the cosmos itself, the whole shared continence of all living creatures.
Staring at 10th level, you become immune to the frightened and charmed conditions.
Starting at 13th level, you can use your awareness to discern the whereabouts and physical condition of those who have a bond with you. You can cast telepathic bond as a ritual.
You don't require components, but you and the creatures you are about to form a bond with must meditate within 5 feet of each other for the duration of the ritual.
At 14th level, you gain advantage on saving throws against spells.
Moreover, you take half damage from spells.
Starting at 15th level, your connection with the cosmos make you endure the deadliest of wounds. If you drop to 0 hit points and don't die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Starting at 18th level, you gain resistance to force damage and to bludgeoning, piercing and slashing damage from non-magical sources.
Upon reaching 20th level, you become a master in the control over the cosmic force. You became one with the cosmos, and your Dexterity and Wisdom scores increase by 2, up to a maximum of 22.
In addition, you no longer age, and you are immune to disease, poison damage, and the poisoned condition. If you die, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 7 days later on the plane of existence where you died, having gained the benefits of one long rest.
Proficiencies. When you multiclass into the kirai monk warrior class, you gain the following proficiencies: simple weapons, a musical instrument or artisan's tools.