Way of the Z Warrior (5e Subclass)

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Way of the Z Warrior[edit]

Monk Subclass
Ki Blast

As an attack, you can fire a Ki blast for each attack you have (this works with bonus action attacks such as flurry of blows), striking any one target within range. Range 60 feet. The damage is your current Martial Arts die + your Constitution modifier force damage.

Block

When a melee attack is made against you, and it hits, you can spend Ki points equal to the difference between your AC and the attack to cause it to miss. You can use this feature a number of times equal to your proficiency modifier per round.

Ki Charge

As an action, you release latent Ki from your body to use. Roll a hit dice and add the result to your Ki points instead of your hp. All form drains are negated while using Ki Charge. You can choose to roll 2 hit dice per charge at level 8, and 3 dice at level 14.

Techniques

You learn two techniques. You learn two additional techniques at 6th, 12th, 16th and 20th level. Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another technique from the technique list.

Ki save DC

Your Ki save DC changes from Wisdom to Constitution. Ki save DC = 8 + your proficiency bonus + your Constitution modifier

Transformation level 1

At 6th level, you gain the first transformation. You can expend 1 Ki points to transform as an action. You must spend an additional 1 Ki points at the start of each of your turns to retain this form. The transformation ends automatically if you are knocked unconscious or you have no Ki points left. While in this form you gain:

+1 Hit Roll
+1 AC
+2 extra Martial Arts die to all Technique damage rolls
+1 extra Martial Arts die to Melee damage rolls
All movement speed increase by 10 feet
Advantage on Strength checks/saving throws and Intimidation checks
You also radiate bright light for 10 feet and dim light for another 10 feet
You and creatures within 20 feet of you have disadvantage on stealth checks.
Mastered level 1 Transformation

At 9th level, you can transform into level 1 as a bonus action. The Ki point cost of transforming into and retaining this form decreases to 0, and you no longer have to spend Ki per turn to maintain the form. You can also choose not to emit light.

Transformation level 2

At 10th level, you gain the 2nd transformation. You can expend 2 Ki points to transform as an action. You must spend 2 Ki points at the start of each of your turns to retain this form. The transformation ends automatically if you are knocked unconscious or you have no Ki points left. While in this form you gain:

+2 Hit Roll
+2 AC
+4 extra Martial Arts die to all Technique damage rolls
+2 extra Martial Arts die to Melee damage rolls
All movement speed increase by 20 feet
Advantage on Strength checks/saving throws and Intimidation checks
You also radiate bright light for 10 feet and dim light for another 10 feet
You and creatures within 20 feet of you have disadvantage on stealth checks.
Transformation 3

At the 14th level, you gain the 3rd transformation. You can expend 3 Ki points to transform as an action. You must expend 3 Ki per turn to maintain this form. The transformation ends automatically if you are knocked unconscious or you have no Ki points left. Upon leaving this form, make a Constitution saving throws (DC 10 + turns spent in this form). On a failure, you gain a level of exhaustion. While in this form you gain:

+3 Hit Roll
+3 AC
+6 extra Martial Arts die to all Technique damage rolls
+3 extra Martial Arts die to Melee damage rolls
All movement speed increase by 30 feet
Advantage on Strength checks/saving throws and Intimidation checks
You also radiate bright light for 10 feet and dim light for another 10 feet
You and creatures within 20 feet of you have disadvantage on stealth checks.

Technique List[edit]

Attack Techniques[edit]

Ki Beam

As an action, you fire a beam of Ki energy. Costs 2 Ki. 5 feet wide, 50 feet long. 4 Martial Arts dice + Constitution Modifier force damage. Creatures within the beam's path must make a Dexterity saving throw against your Ki save DC. Half damage on saves.

Super Ki Beam
KI Beam upgrades to Super Ki Beam at level 11. Does not require another technique slot to learn.

As an action, you fire an immense beam of energy. Costs 4 Ki. 15-foot-wide, 100-foot-long. 6 Martial Arts dice + Constitution Modifier damage. Creatures within range must make a Dexterity saving throw. On a failure, the creatures are pushed the full length of the beam from you. On a success, they take half as much damage, and are only pushed 10 feet away from you.

Energy Ball

As an action, you fire an explosive ball of energy. Costs 2 Ki. Range 200 feet. Radius 20 feet. All targets in the area must make a Dex save. 4 Martial Arts dice + Constitution Modifier force damage. On a save the the damage is halved.

Super Energy Ball
Energy Ball upgrades to Super Energy Ball at level 11. Does not require another technique slot to learn.

As an action, you fire an immensely powerful explosive ball of energy. Costs 4 Ki. Range 200 feet. Radius 20 feet. All targets in the area must make a Dex save. 6 Martial Arts dice + Constitution Modifier force damage. On a save the the damage is halved.

Energy Disk

As an action, you form and throw a disk of pure energy that can cut targets. Cost 4 Ki. Range 100 feet. 4 Martial Arts dice + Constitution Modifier magical slashing damage. Roll to hit on target. On a critical hit, the target is either sliced in half or loses a limb. A creature is immune to this effect if it is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for such an effect to take place. In such a case, the creature instead takes an extra 6d8 magical slashing damage from the hit.

Solar Flare

As an action, you emit a bright light from your body. Costs 1 Ki. Radius 20 feet from self. All creatures within a range must make a constitution saving throw against your Ki save DC. On a failure, they are blinded. Any blinded creatures may reroll their saves on the end of their turns to stop this effect. Blinded effect ends after 3 turns.

Tri-Beam

As an action, you use your very life essense to power a devastatingly powerful Ki blast. Costs 2 Ki + HP decided by player in increments of 5. 4 Martial Arts dice + Constitution Modifier + 1d4 per 5 hp spent force damage. Range 100 feet, 10 foot radius. All creatures roll Dex saves. Half damage on saves.

Explosive Wave

As an action, you emanate a wave of destruction in all directions. Costs 2 Ki. Creatures within 15 feet of you (does not affect you) must make a Dexterity save against you Ki save DC. On a failure, they take 4 Martial Arts dice + Constitution Modifier force damage and are pushed the radius of the attack away from you. On a success, they take half as much damage and are not pushed from you.

Super Explosive Wave
Explosive Wave upgrades to Super Explosive wave at level 11. Does not require another tech slot to learn.

As an action, you emanate a wave of destruction in all directions. Costs 4 Ki. Creatures within 30 feet of you (does not affect you) must make a Dexterity save. On a failure, they take 6 Martial Arts dice + Constitution Modifier force damage and pushed the radius of the attack away from you. On a success, they take half as much damage and are not pushed from you.

Kaioken

As a bonus action, you use your very life to give yourself a temporary boost in power. Lasts till the end of your current turn. You can safely activate Kaioken up to your current level. If used over your current level, you must roll a Constitution saving throw equal to 10 + the amount of Kaioken used over your level. (For example, if you are level 4 and use Kaioken x5, you must make a 11 Con. Save). If failed, you will be paralyzed at the end of your turn, and remain paralyzed until the start of your next turn. Kaioken cannot be used with other transformations. While using Kaio-ken you gain the following effects based on the level used. +5 movement speed per level used, +Chosen level to technique damage, +Chosen level to melee damage. You radiate bright light for 10 feet and dim light for another 10 feet, and you and creatures within 20 feet of you have disadvantage on stealth checks. Once this effect ends, you take damage equal to the level used.

Active Techniques[edit]

Ki Sense

You are granted awareness of the life energy around you. You can perceive your surroundings without relying on sight or sound. You have blindsight within 30 feet. In addition, if you concentrate, you can sense life energy in a much larger area. If concentrate for 1 minute, you can sense life in a radius of miles equal to your proficiency modifier. You can tell their basic direction and distance. You cannot tell what the lifeform is or distinguish the numbers of groups. But you can tell if they are powerful (Stronger or weaker than yourself in terms of level to CR) and can distinguish individuals you have met by their unique Ki signature. You cannot sense undead.

After Imagine

You can use your action to turn invisible and leave a decoy in your current space. The invisibility lasts till the end of your next turn, until you take any type of action, or you take damage. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your Ki save DC. Costs 1 Ki. The After Imagine last for 1 minute.

False Moon

As a bonus action, you create a False Moon. Cost 2 Ki. Range 300 feet. Casts dim light over a large area, and causes transformations associated with the full moon. The moon has an AC equal to your AC + Con. Mod. Note: Unless someone already knows what it is they would have to make an Intelligence check against your Ki save DC to figure out what it is and therefore if they should attack it.

Ki Transfer

You can transfer Ki to another creature as an action. This technique consumes the number of Ki points you would like to transfer (minimum = 1, maximum = proficiency modifier). If the target has the Ki feature you can choose to give the creature an amount of Ki points equal to the amount you expend.

Instant Transmission
Requirements. Must be level 6

As a bonus action, you teleport to a creature you can see. You can also choose to bring any creatures that you are in physical contact with. Unwilling creatures cannot be teleported. This technique costs 1 Ki points + 1 additional Ki point for each additional creature you bring. You must teleport within 15 feet of a creature you can see. At level 13, you can teleport to any creature you can sense with Ki sense. Costs 5 ki + 1 per creature if used in this way.

Energy Barrier

As an action, or a reaction when an attack or spell is used against you, you can spend Ki points to create an energy barrier. Requires concentration. You cannot take any other actions while concentrating on this barrier. The size and HP of the barrier increase per Ki used to create it, 10 HP and 5 foot radius per Ki used. You can spend Ki points up to your proficiency modifier. On each following turn, you can infuse the barrier with more Ki (up to you proficiency modifier per turn) to increase its HP, but not its size. This barrier lets in only H20 and creatures that you let in. Does not block teleportation magic or ethereal plane travel. Damaging spells merely damage the barrier. Spells that do not cause damage cast at your barrier that require any saves to be rolled instead require the caster to make a spell attack, contested by a Ki attack by the barrier caster. If the attacker loses or ties, the spell fails to pass the barrier. The barrier remains in place until its hp reaches 0, or the user loses or drops concentration.

Flight

You may spend 1 Ki point as a bonus action in order to levitate 5 feet above the ground for 1 minute and move equal to your movement speed. This can instantly stop a fall. At 5th level, the duration increases to 10 minutes and height increases to 20 feet. At 11th level, you have no distance above ground limitation, and the duration is further increased up to 1 hour.

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