Path of the Ki Warrior (5e Subclass)
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Path of the Ki Warrior
Through intense physical training and nearly mind-breaking concentration of rage and ambition, some barbarians manage to tap into a special type of ki, distinct from that used by monks and focused through aggression rather than tranquility. Your access to this energy is represented by war ki points, and by your proficiency with your ki blasts.
Starting when you choose this path at 3rd level, your unarmed strikes use a d6 + your Strength modifier for damage.
When you choose this path at 3rd level, you gain proficiency with ki blasts. Instead of using a weapon to make a ranged weapon attack, you can use a ki blast: a focused expulsion of raw ki that uses Strength for its attack rolls, deals bludgeoning damage equal to 1d4 + your Strength modifier, and has a normal range of 30 feet and a long range of 60 feet.
Starting at 3rd level, when you choose this path, you have 2 war ki points, which you can spend to fuel your Ki Warrior ki features. You gain 2 more war ki points at 6th, 10th, and 14th level. You regain all of your expended war ki points when you finish a short or long rest.
Barrage of Blows
When you choose this path at 3rd level, you learn the Barrage of Blows ki feature. Immediately after you take the Attack action on your turn, you can spend 1 or more war ki points to make two attacks with your unarmed strike or ki blast as a bonus action. For each war ki point you spend beyond the first, you may make one additional attack.
At 6th level, you learn the Sense Power ki feature. As an action, you can spend 1 war ki point to open your awareness to detect exceptionally strong creatures. Until the end of your next turn, you know the location of any living creature that has a Strength score above 13 within 60 feet of you that is not behind total cover, and can use a bonus action on your turn to focus on one of those creatures and determine its exact Strength score.
At 10th level, you learn the Quickened Recovery ki feature. Whenever you finish a short rest, you can spend 1 or more war ki points to reduce your exhaustion level by that many levels (as described in appendix A of the Player's Handbook).
At 10th level, you learn the Ki Flight ki feature. While raging, you can use a bonus action on your turn to spend 2 war ki points and gain a flying speed equal to your current walking speed for the duration of your rage.
Beginning at 14th level, while raging, you can use a bonus action on your turn to enter your super mode. If you do so, you gain two levels of exhaustion; however, for the duration of your rage, the effects of all exhaustion levels you currently have are suspended, you regain 1 war ki point at the end of each of your turns, and you can use your reaction to regain 1 war ki point when you take damage from a creature.
At 14 level, you learn the Ki Beam ki feature. While raging, you can use an action on your turn to spend 3 or more war ki points and attack with a ki beam. Each creature in a line 5 feet wide and 30 feet long originating from you must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). A creature takes 5d10 force damage on a failed save, and half as much damage on a successful save. The damage increases by 1d10 for each additional war ki point you spend on that ki beam beyond the third.