New Ki Strikes (5e Class Feature)
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New Ki Strikes[edit]
This new class resource variant's main objective is to increase more skills in the monk class's ki technique.This new class resource variant's main objective is to increase more skills in the monk class's ki technique.The intention is to make this variant as balanced and fun as possible. If you have any questions or suggestions, please comment with me.
Push
With basic defense training, spend 1 point of your Chi and, using your bonus action, perform a pushing blow that knocks the enemy away, dealing only 2d4 + your Dexterity Modifier bludgeoning damage. The creature must succeed on the Constitution saving throw or be pushed within 20 feet of you or 10 feet on a success. If the creature hits a wall during the pushback, it takes 2d6 + your Dexterity Modifier bludgeoning damage, if it has the chi to deal that damage. This ability is not effective on large creatures, but if you spend 4 ki points, you can push such a creature. If the creature is small in size, it is thrown up to 30 feet from you on a failed save and 15 feet on a successful one.
Increased damage per Chi spent
The damage increases by 1d4 and 1d6 (in case of collision with an obstacle) each time you spend 1 more ki point, up to a maximum of 6d6 and 6d4.
Swift Strike
Prerequisite: 5th class level
You can sacrifice the Flurry of Blow bonus action to make an additional Attack when using the Attack action. You can only do this 2 times per long rest.
Ki Ball
Prerequisite: 6th class level
Keeping your breathing controlled, spend 3 ki points and focus the ki energy in your palms. These Chi-filled spheres deal impeccable stunning collision damage, and the creature must make a Dexterity saving throw or it will take 3 of the martial dice + your Wisdom Modifier force damage, or half as much on a successful one. The damage can increase by another 1 martial dice, adding 1 more ki point, up to a maximum of 3.
Ki-Powered Reaction
Prerequisite: 9th class level.
Once per turn, if you have already performed your reaction, you can spend up to 3 ki points to regain 1 reaction point to perform an additional reaction.
Duplicate Weapon
Prerequisite: 12th class level
Duration: 1 min
As an action, spend your 3 ki points and touch any weapon, duplicating it. The properties of the duplicate weapon do not decay or change by this ability and the effect ends when the duration ends or is dispelled by you (no action required) or becomes incapacitated. Duplicate weapons can be used as part of your bonus action such as Flurry Blow, making two attacks with the cloned weapon instead of your hands, in addition, the weapon cannot be dispelled through magical means such as Dispel Magic or Counter Magic. Once you use this ability, you can't do it again after a short or long rest.
Ki clone
Prerequisite: 18th class level
Duration: 5 minutes
Using your bonus action, you enter a state of meditation that lasts until the start of your next turn. If not interrupted until your turn comes, you spend 10 points of your chi and create 2 clones similar to yourself and add 80 + your Wisdom Modifier to their hit points. The clones' abilities are limited to their class's Patient Defense, Blow Flurry and Wind Step, and do not consume their chi stock. They act the same turn as you and they take the same action you take. You can give an order (no action required) for the clones to do an action of your choice. If one of the clones attacks the target within melee range, you and your allies gain advantage on attack rolls against the same target, as long as they are within 5 feet of the target and they are conscious. Clones cannot be dispelled by magical means, such as Dispel Magic or Counter Magic, and remain alive until the end of the duration, you fall unconscious, or you dispel them yourself (no action required), but upon doing so, you recover 5 points of your chi for each clone made.
After using this ability, you cannot use it again until 1d6 long rest(s).
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