Xenokai Fighter (5e Class)
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Xenokai Fighter[edit]
Monk Variant
“ | I will defeat you! Even if it takes my life, I will destroy you here and now! | ” |
—Asiano Malkorai, Half-Elf Xenokai Fighter, from the House of Green Feather |
A Xenokai Fighter goes through unending training that focuses on pulling from the very depths of their wisdom and spirit to push themselves far beyond their own personal limits. They blend medidation, self-improvement, and physical challenges to continue this quest to be better than they were the day before. For them, each battle represents a new chance to improve upon themselves, and to prove to themselves that such intense training truly has value.
While others see the Xenokai Fighter as a fearless brute, the truth is that these warriors will rarely back down from a challenge if they think there is even the slightest of chance for victory, even if it means pushing their body to the breaking point. Some of these powerful warriors hail from temples, shrines, and monasteries, where they blend their tense physical training with peaceful meditation through mindfulness or faith. Others come from schools where the Xenokai style is taught, seeking to honor their teachers and bring glory to the house of their studies. There are even rumors of Xenokai Fighters living alone, training themselves away from the distractions that come with living among society. Wherever they come from, these fighters are formidable obstacles to those who face them in battle.
Unless the fighter trained heavily at a temple or shrine, they usually turn away from religion, instead dedicating their lives to improving their combat abilities through focusing on the Prana. The Xenokai Fighter usually enjoys being right in the front of a fight, as they seek out challenges to further improve their own abilities. The only time they are known to back down from a fight is when they know there is absolutely no chance of victory, which usually sends them off to train harder to overcome that which they backed away from. What they gain is sheer up-front physical power, they lack when it comes to ranged fighting. This proves useful for adventuring parties that have plenty of ranged combat options, but need someone to keep the enemies at a distance.
Xenokai Fighters get along well in a balanced group, especially a party that has ranged attacks to support their front-line fighting style. These warriors often rush, rather recklessly into combat, eager to face new challenges and see how far they can push themselves. They combine the fighting prowess of the fighter with the wisdom and focus of the monk, using unique abilities to accelerate their bodies nearly to the breaking point.
Creating a Xenokai[edit]
Xenokai Fighters are always on a quest to improve themselves, either mentally or physically. As long as the mere idea that there might be an opponent stronger than they are, the fighter will continue to practice and meditate on the Xenokai fighting style. Ask yourself what is the motivation for your character wanting to improve, and why it strives to perfection so much.
What do you go into a journey as an adventurer? Many seek out random jobs and bounties, if it is only to find a new challenge to overcome. Other Xenokai Fighters become bastions of hope and justice for villages and hamlets that would otherwise be defenseless. Evil warriors occasionally use their training for unjust causes, such as punishing others and driving them into submission through brute force.
Class Features
As a xenokai fighter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per xenokai fighter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per xenokai fighter level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Level | Proficiency Bonus |
Martial Arts | Features | Prana Points | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | 1d4 | Unarmored Defense, Martial Arts | — | — |
2nd | +2 | 1d4 | Prana, Unarmored Movement, Flurry of Blows | 2 | +10 ft. |
3rd | +2 | 1d4 | Monastic Tradition, Tainted Prana | 3 | +10 ft. |
4th | +2 | 1d4 | Ability Score Improvement, Elemental Fury | 4 | +10 ft. |
5th | +3 | 1d6 | Extra Attack, Studied Strike | 5 | +10 ft. |
6th | +3 | 1d6 | Arcane Prana, Monastic Tradition feature | 6 | +15 ft. |
7th | +3 | 1d6 | Swift Transmission, Xenokai Serenity | 7 | +15 ft. |
8th | +3 | 1d6 | Ability Score Improvement | 8 | +15 ft. |
9th | +4 | 1d6 | Keen Fist | 9 | +15 ft. |
10th | +4 | 1d6 | Swift Meditation | 10 | +20 ft. |
11th | +4 | 1d8 | Monastic Tradition feature | 11 | +20 ft. |
12th | +4 | 1d8 | Ability Score Improvement | 12 | +20 ft. |
13th | +5 | 1d8 | Xenokai Zen | 13 | +20 ft. |
14th | +5 | 1d8 | Prana Flight | 14 | +25 ft. |
15th | +5 | 1d8 | Xenokai Path | 15 | +25 ft. |
16th | +5 | 1d8 | Ability Score Improvement | 16 | +25 ft. |
17th | +6 | 1d10 | Monastic Tradition feature | 17 | +25 ft. |
18th | +6 | 1d10 | Xenokai Limit-Breaker | 18 | +30 ft. |
19th | +6 | 1d10 | Ability Score Improvement | 19 | +30 ft. |
20th | +6 | 1d10 | Defiant Surge | 20 | +30 ft. |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts[edit]
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.
You gain the following benefits while you are unarmed and you aren't wearing armor heavier than light.
- Swift Strike
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- Unarmed Strike
You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Xenokai Fighter levels, as shown in the Martial Arts column of the Xenokai Fighter table.
- Precision Fist
You can focus all your training in a single, powerful attack. When you make an unarmed strike, against a creature, you can use your bonus action to give yourself advantage on that attack. On a hit, you cause cause maximum damage, instead of rolling for damage.
Prana[edit]
You have an internal reservoir of power that can be devoted to prana techniques you know. This power is represented by prana points. Each prana technique describes effects you can create with it by spending a certain number of prana points.
The number of prana points you have is based on your xenokai level, as shown in the Prana Points column of the Xenokai Fighter table. The number shown for your level is your prana point maximum. Any prana point lost is recovered during a long rest.
- Meditation
During your short rest, you can meditate during 30 minutes to recover your prana. If you do so, you regain all your prana lost upon finishing the rest.
- Prana Techniques
A prana technique is a rigid set of mental exercises that allows a mystic to manifest prana power. A mystic masters only a few disciplines at a time.
At 2nd level, you know two prana techniques of your choice. You learn 2 additional ones at 5th, 9th, 13th and 17th levels.
In addition, whenever you learn a new prana technique, you can replace one discipline you know with a different one of your choice.
- Prana Power
Though you have access to a potent amount of prana power, it takes training and practice to channel that power. There is a limit on the number of prana points you can spend to activate a prana technique. The limit is based on your xenokai level, as shown in the Prana Limit column of the Xenokai Fighter table. For example, as a 3rd-level xenokai , you can spend no more than 3 prana points on a technique each time you use it, no matter how many prana points you have.
Some of your prana features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Prana save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows[edit]
At 2nd level, you can strike with incredible speed. Immediately after you take the Attack action on your turn, you can make two unarmed strikes as a bonus action. Each unarmed strike have a -5 penalty to hit.
You can spend 1 prana to not have the penalty on these attacks.
Unarmored Movement[edit]
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain xenokai fighter levels, as shown in the Xenokai Fighter table.
Tainted Prana[edit]
At 3rd level, you can choose to let the prana overflow from you, coating your body with a visible aura the reflects your essence, using your bonus action. This aura emits a faint dim light in a 5-foot radius, whose color depends on your alignment: white for lawful, purple of chaotic, greenish for good, black for evil and blue for neutral, and a combination of those when more than one apply.
You cause additional 1d4 damage to creatures depending on your taint: aberrations and fiend (demon) (lawful); constructs and fiend (devil) (chaotic); fiends and undead (good); celestial and humanoids (evil) and celestial and fiends (neutral). A creature can take this additional damage only once per turn.
In addition, your unarmed strikes ignore any resistance or immunity to damage against creatures of the chosen type, while the tainted prana is manifested.
Monastic Tradition[edit]
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
You can choose from the same traditions available to the core Monk class. Whenever a subclass feature require you to use mana, use prana instead.
Ability Score Improvement[edit]
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.
Elemental Fury[edit]
When you reach the 4th level, you can use your prana to call upon the elemental power to infuse your strikes with it. When you finish a short or a long rest, choose one damage type from the following: acid, cold, fire, lightning or thunder.
Until you complete a rest, when you cause damage with an unarmed strike or with one of your prana techniques, you can choose to cause damage from the chosen type, instead of bludgeoning or force.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Studied Strike[edit]
At 5th level, you can dedicate time to study a single opponent. As a bonus action, choose a creature within 30 feet of you to study. As a bonus action, make a Wisdom (Perception) check against the target's AC. On a success, you gain a bonus to your attacks and damage rolls with unarmed strikes equal to half your proficiency bonus (rounded down).
This bonus lasts for 1 minute, until you are no longer concentrating (as if you were concentrating on a spell), when you attack another creature or when you use this feature again.
Arcane Prana[edit]
At 6th level, you can coat your fists with pure prana. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Swift Transmission[edit]
At 7th level, you can use your prana reserves to instantly teleport short distances. You can use your bonus action to teleport to a place you can see within 15 feet, at a cost of half your movement speed. You can't use this ability again until the end of your next turn.
Xenokai Serenity[edit]
Further focus, further calm. The mind and body must become one, in order to reach the true power of prana. At 7th level, you can use this calmness to shield your mind from negative forces. You become immune to the charmed and frightened condition, and can't be put to sleep.
In addition, you have advantage on saving throws against spells from the enchantment school.
Keen Fist[edit]
At 9th level, you score critical hits on a roll of 19-20 with your unarmed strikes. In addition, you roll your unarmed strike damage die one additional time when you score a critical hit.
Swift Meditation[edit]
At 10th level, you learn how to regenerate your lost prana reserves more efficiently. You can spend 1 minute concentrating (as if you were concentrating on a spell).
At the end of this duration, you regain 1 prana. you can use this ability a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
Xenokai Zen[edit]
With meditation and training, comes peace of mind. At 13th level, you can spend 1 prana point as a bonus action to dispel a spell currently affecting you, a disease or to end one of the following conditions: poisoned, stunned or paralyzed. You can use this bonus action even if the condition or spell would otherwise prevent you from doing so.
Prana Flight[edit]
At 14th level, you can use your prana to cause your body to become lighter than air, allowing you to fly. You gain a flying speed equal to half your movement speed.
Xenokai Path[edit]
While studying the xenokai style of fighting, you can learn different paths of fighting, styles that mimic animals, mythical creatures or legendary archetypes. At 15th level, you can choose one of the paths below, gaining its benefits.
- Path of the Dragon
When you attune to this path, you have resistance to the damage type currently chosen for your Elemental Fury.
In addition, you add your Wisdom modifier to your Charisma checks, and have Advantage on your Wisdom (Perception) checks.
- Path of the Gorilla
You add your Wisdom modifier to your Strength and Charisma (Intimidation) checks.
In addition, you add bonus equal to your Wisdom modifier to the damage rolls of your attacks made using Strength.
- Path of the Mantis
You have advantage on Wisdom saving throws.
In addition, once per turn you can add your Wisdom modifier to one attack roll you make.
- Path of the Martyr
Allied creatures in a 10-foot radius gain a bonus to their saving throws equal to your Wisdom modifier.
In addition, when a creature in the radius take damage, you can use your reaction to take the damage instead. When you do so, you reduce that damage to half.
- Path of the Owl
You add twice your proficiency bonus to all your Wisdom checks. In addition, your flight speed equals your movement speed (instead of only half).
- Path of the Scorpion
You become immune to poison and disease, and have advantage on checks made to grapple or avoid grapple.
In addition, you can cause piercing or poison damage with your unarmed strikes and prana techniques.
- Path of the Tiger
You add your Wisdom modifier as a bonus to your Dexterity check and saving throws, and you can take the Dash action as a bonus action on your turn.
In addition, you can cause slashing damage with your unarmed strikes and prana techniques.
- Path of the Turtle
You add your Wisdom modifier as a bonus to your Constitution saving throws.
In addition, you gain resistance to non-magical slashing, piercing and bludgeoning damage.
- Path of the Warrior
You gain proficiency with all simple and martial weapons, and can use your Wisdom, instead of Strength or Dexterity, to make attacks with them.
In addition, when you finish a long rest, you can bond with a weapon. When you take the Attack action, you can attack three times with the bonded weapon, instead of two.
Xenokai Limit-Breaker[edit]
At 18th level, you gain the ability to break trough your physical limitations of your body. As a bonus action, you can activate your limit break, that grant you the following benefits:
- You ignore the effects of exhaustion while this feature is active.
- Your movement speed increases in 10 feet.
- You have advantage on Strength, Dexterity and Constitution checks and saves.
- You have advantage on your unarmed strikes.
- You cause additional damage with your unarmed strikes, equal to your Wisdom modifier.
These benefits last for 1 minute, or until you are knocked unconscious. When the limit-breaker ends, you suffer 1 level of exhaustion.
Defiant Surge[edit]
At 20th level, trough training and study, you become one with the prana itself, pulsing trough your veins and running rampant on your muscles.
When you are reduced to 0 hit points, prana flows trough your body, and you instantly regain a number of hit points and prana equal to half your maximum. Once you use this ability, you can't do it again until you finish a long rest.
Prana Techniques[edit]
- Prana Beam
You can forgo one of your attacks made as part of the Attack action to hurl a prana beam, by spending 1 prana. Force a creature you can see within 60 feet to make a Dexterity saving throw, or take 3d8 force damage on a failed save, or 1d8 on a success.
You can spend additional prana to add 1d8 to the damage caused both on a failure or on a success per point spent.
- Prana Blast
As an action, you can spend 2 prana to force all creatures in a 30-foot line to make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 10 feet back. On a success, takes half damage and is not pushed.
You can spend additional prana to add 1d8 to the damage and 5 feet to the range pushed per point spent.
- Prana Boost
You can spend 2 prana as a bonus action and choose one ability score of choice. All checks, attacks and saves made with that ability until the end of your next turn have Advantage.
- Prana Detonation
You can spend 2 prana as an action to choose a point you can see within 60 feet. All creatures in a 5-foot radius around the chosen point must succeed on a Dexterity saving throw, or take 3d6 force damage.
You can spend additional prana to add 1d6 to the damage per point spent.
- Prana Healing
You can spend 1 prana as a bonus action and choose one creature you can see within 30 feet. The chosen creature regain a number of hit points equal to your Wisdom modifier.
- Prana Instinct
You can spend 2 prana as a bonus action to choose either Insight, Perception or Survival. For the next hour, you have advantage on saving throws made with the chosen skill.
- Prana Might
As a bonus action, you can spend 1 ki point to infuse your body with prana. For the next hour, you can use your Wisdom score and modifier, instead of Strength, for any interaction, check or save that uses Strength.
- Prana Resilience
When you finish a short rest, you can spend a number of prana points equal to the amount of exhaustion you currently have. Doing so reduces your exhaustion in 1.
For example, if you are currently with 3 levels of exhaustion, you can spend 3 prana to reduce your exhaustion to 2 points.
- Prana Resurgence
At the start of your turn, without using an action, you can spend prana to regain a number of hit points equal to your Wisdom modifier multiplied by the amount of prana spent.
- Prana Shield
As a bonus action, you form a shield of prana around your body. You gain a number of temporary hit points equal to your Wisdom score, lasting until you finish a short rest.
- Prana Strike
When you hit a creature with an unarmed strike, you can spend prana to cause additional damage equal to your Wisdom modifier multiplied by the amount of prana spent.
- Prana Stun
You can forgo one of your attacks and spend 1 prana to force a creature you can see within 120 feet to make a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn. On a success, the target is unable to move until the end of its turn.
- Prana Throw
As an action, touch a creature or object and spend 1 prana. The target must make a Strength saving throw. On a failed save, it is pushed up to 10 feet on a straight line from you. If there's a sturdy object or creature in its path, the creature must succeed on a Dexterity saving throw. On a failure, both the target of your prana throw an that creature take 1d8 bludgeoning damage, and the target stops.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the xenokai fighter class, you must meet these prerequisites: 13 Dexterity, 13 Wisdom.
Proficiencies. When you multiclass into the xenokai fighter class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
Restriction. You can't multiclass into the monk class.
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