Ki Master
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
For 2 rounds, grant an yourself or an ally an upgraded form of Battle Trance. The target cannot be broken out of this Battle Trance, and all Ki costs for Battle-Trance-related abilities are nullified.
A special ability that can only be used when you are at 20 Ki. You remain in Battle Trance so long as you are above 10 Ki, and do not Meditate. Being hit while in Battle Trance will cause you to lose 1 Ki point. When you are in Battle Trance, you may change the roll for any Dodge/Parry/Guard action or DC save you make to a d20 roll at DC 15 instead. You may also spend 1 Ki point after a D/P/G roll has been consumed to make a new one.
Use of the Meditate action now restores 1d6 Ki points.
Your Unarmed Strike damage die increases to 2d8 at level 1, 3d8 at level 5, 4d8 at level 11, and 5d8 at level 17.
The Guard action grants 30% DEF on a fail and 60% DEF on a success.
When you fail a Dodge/Parry/Guard or DC save while in Battle Trance, you can spend 1 Ki point to reroll it and take the second result, or spend 2 Ki points to reroll it at advantage and take the second result.
The target of your Stunning Strike receives Disarm (I) (1) if they succeed the CON save against DC 14+ Prof + your WIS. If they fail, they receive Disarm (III) (2) and one charge of Stun (I).
While in Battle Trance, you gain a bonus attack with Unarmed Strike for each normal Attack you make.
While in Battle Trance, a successful Dodge/Parry/Guard/Save against an enemy in melee range grants you an opportunity to perform a counterattack, at the cost of 1 Ki Point.
Spend 1 Ki point to strike at an opponent’s head. The target must make a CON save against DC 14 + Prof + your WIS. If they succeed, they receive Confused (I) (1). If they fail, they receive Confused (III) (2) and Amnesia (I) (1).
Spend 1 Ki point to strike at an opponent’s gut. The target must make a CON save against DC 14 + Prof + your WIS. If they succeed, they receive Brittle (I) (1) with a damage roll equivalent to your Unarmed Strike. If they fail, they receive Brittle (III) (2) with a damage roll equivalent to 2x your Unarmed Strike, as well as Siphon (I) x1.
While in Battle Trance; Flurry of Blows, Patient Defense, Step of the Wind, and Deflect Missiles no longer have any Ki costs.
While in Battle Trance, you instinctively know the location of all living creatures within 60 feet and all objects within 30 feet, independent of any senses.
If you make the Meditate action and take no other actions on your turn, you completely cleanse yourself of all negative status effects.
While in Battle Trance, gain Regen (III) equivalent to 2 hit dice. If you are below 50% HP, increase this to 4 hit dice.
Your critical hit range with Unarmed Strikes or any Monk weapons (gauntlets, boots, staves etc.) gains a -5 modifier. Whenever you land a critical hit, gain 1 Ki (max 1 per ability action).
While in Battle Trance, halve the duration of all negative status effects applied to you each turn, and decay their stack count by 1 (minimum 1 stack and 1 turn duration).
While in Battle Trance, add your Proficiency Bonus to your Unarmored Defense AC (10 + DEX + WIS/2).
When you hit 0 HP, expend your charge of Will of the Phoenix and remain at 1 HP. Immediately fill your Ki to 20, entering Battle Trance. You regain your charge of Will of the Phoenix if you are healed to full, or if you take a short or long rest.
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as MonkRequirements
- (Class Bond) Monk: You must have fully unlocked every ability of the Monk class.
Abilities
Ultimate Ability: Twin Souls
Rarity: Legendary | UP: 70 | ZP: 2 | ZL: 0 | Cost: 5 TPFor 2 rounds, grant an yourself or an ally an upgraded form of Battle Trance. The target cannot be broken out of this Battle Trance, and all Ki costs for Battle-Trance-related abilities are nullified.
Battle Trance
Level 1 | Rarity: Exotic | REQ: Ki | CC: Ki Master | Cost: 0 TPA special ability that can only be used when you are at 20 Ki. You remain in Battle Trance so long as you are above 10 Ki, and do not Meditate. Being hit while in Battle Trance will cause you to lose 1 Ki point. When you are in Battle Trance, you may change the roll for any Dodge/Parry/Guard action or DC save you make to a d20 roll at DC 15 instead. You may also spend 1 Ki point after a D/P/G roll has been consumed to make a new one.
Inner Harmony
Level 1 | Rarity: Legendary | REQ: Ki | Cost: 2 TPUse of the Meditate action now restores 1d6 Ki points.
Martial Arts (II)
Level 1 | REQ: Martial Arts | Rarity: Rare | Cost: 4 TPYour Unarmed Strike damage die increases to 2d8 at level 1, 3d8 at level 5, 4d8 at level 11, and 5d8 at level 17.
Impenetrable Guard
Level 2 | Rarity: Legendary | Cost: 2 TPThe Guard action grants 30% DEF on a fail and 60% DEF on a success.
Diamond Soul II
Level 3 | REQ: Diamond Soul, Battle Trance | Rarity: Legendary | Cost: 2 TPWhen you fail a Dodge/Parry/Guard or DC save while in Battle Trance, you can spend 1 Ki point to reroll it and take the second result, or spend 2 Ki points to reroll it at advantage and take the second result.
Class Feat Slot VI
Level 4 | CC: Ki MasterStunning Strike II
Level 5 | REQ: Stunning Strike | Rarity: Rare | Cost: 3 TPThe target of your Stunning Strike receives Disarm (I) (1) if they succeed the CON save against DC 14+ Prof + your WIS. If they fail, they receive Disarm (III) (2) and one charge of Stun (I).
Rain of Fists
Level 6 | REQ: Battle Trance | Rarity: Legendary | Cost: 5 TPWhile in Battle Trance, you gain a bonus attack with Unarmed Strike for each normal Attack you make.
Cross Counter
Level 7 | REQ: Battle Trance | Rarity: Legendary | Cost: 4 TPWhile in Battle Trance, a successful Dodge/Parry/Guard/Save against an enemy in melee range grants you an opportunity to perform a counterattack, at the cost of 1 Ki Point.
Class Feat Slot VII
Level 8 | CC: Ki MasterSkullshaking Strike
Level 9 | REQ: Ki | Rarity: Rare | Cost: 3 TPSpend 1 Ki point to strike at an opponent’s head. The target must make a CON save against DC 14 + Prof + your WIS. If they succeed, they receive Confused (I) (1). If they fail, they receive Confused (III) (2) and Amnesia (I) (1).
Soulshattering Strike
Level 9 | REQ: Ki | Rarity: Rare | Cost: 3 TPSpend 1 Ki point to strike at an opponent’s gut. The target must make a CON save against DC 14 + Prof + your WIS. If they succeed, they receive Brittle (I) (1) with a damage roll equivalent to your Unarmed Strike. If they fail, they receive Brittle (III) (2) with a damage roll equivalent to 2x your Unarmed Strike, as well as Siphon (I) x1.
Lethal Instinct
Level 10 | REQ: Battle Trance | Rarity: Exotic | Cost: 4 TPWhile in Battle Trance; Flurry of Blows, Patient Defense, Step of the Wind, and Deflect Missiles no longer have any Ki costs.
Ki Sense (Perfected)
Level 11 | REQ: Battle Trance | Rarity: Legendary | Cost: 2 TPWhile in Battle Trance, you instinctively know the location of all living creatures within 60 feet and all objects within 30 feet, independent of any senses.
Class Feat Slot VIII
Level 12 | CC: Ki MasterDeep Breathing
Level 13 | Rarity: Legendary | Cost: 2 TPIf you make the Meditate action and take no other actions on your turn, you completely cleanse yourself of all negative status effects.
Regenerative Ki
Level 14 | REQ: Battle Trance | Rarity: Legendary | Cost: 3 TPWhile in Battle Trance, gain Regen (III) equivalent to 2 hit dice. If you are below 50% HP, increase this to 4 hit dice.
Lightspeed Critical
Level 15 | REQ: Martial Arts | Rarity: Exotic | Cost: 3 TPYour critical hit range with Unarmed Strikes or any Monk weapons (gauntlets, boots, staves etc.) gains a -5 modifier. Whenever you land a critical hit, gain 1 Ki (max 1 per ability action).
Class Feat Slot IX
Level 16 | CC: Ki MasterEthereal Vitality
Level 17 | REQ: Battle Trance | Rarity: Exotic | Cost: 6 TPWhile in Battle Trance, halve the duration of all negative status effects applied to you each turn, and decay their stack count by 1 (minimum 1 stack and 1 turn duration).
Untouchable
Level 18 | REQ: Battle Trance | Rarity: Exotic | Cost: 7 TPWhile in Battle Trance, add your Proficiency Bonus to your Unarmored Defense AC (10 + DEX + WIS/2).
Class Feat Slot X
Level 19 | CC: Ki MasterWill of the Phoenix
Level 20 | REQ: Battle Trance | Rarity: Mythic | Cost: 8 TPWhen you hit 0 HP, expend your charge of Will of the Phoenix and remain at 1 HP. Immediately fill your Ki to 20, entering Battle Trance. You regain your charge of Will of the Phoenix if you are healed to full, or if you take a short or long rest.
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