Ki (Black Clover Supplement)
Ki[edit]
Ki exists separate to mana and is the life energy in every creature's bodies, being affected by their thoughts and actions. To some mages, spells and the sword lead to a path too short for their likings, moving to the art of sensing and manipulating their ki instead, further enhancing their capabilities.
You may only use two techniques per turn unless stated otherwise.
- Ki Reserves
Utilizing Ki can take a toll on one's senses, slowly exhausting the senses of the user if used constantly. If you have access to Ki Techniques, you have an amount of Ki Points equal to your level added twice. Whenever you use a Ki Point, it is spent. You regain all spent Ki Points at the end of a short or long rest.
Ki Mastery[edit]
A beginners Ki is just a small part in its true power, but to unlock it one must refine and master their understanding of it. As a master of Ki can become a real problem to those stronger than them, when compared to someone just starting out.
- Mastery Points
The more you use Ki, the more its mastery points grow. Once you awaken Ki, your mastery point amount is set to 1. You cannot reach an amount higher than 2000 mastery points.
- Mastery Limits
While training your ki can bring you to great heights, there is a limit to the amount of skill you can gain compared to life experiences. The maximum amount of Ki mastery you can have is equal to your level times 100.
Ki Training[edit]
A mage cannot master Ki by simply becoming a better mage or improving their connection to mana, and must train their control over their ki. The various ways of improving your Ki are displayed in the following chart:
Method | Description | Mastery Points Gained |
---|---|---|
Training | The slowest method to understanding Ki, but necessary. Once at the end of a long rest, you can spend your proficiency bonus in Ki points to further understand it. These Ki points can only be regained at the end of your next long rest. However, there is only so much mastery you can claim from training alone. When reaching 250 mastery, you can no longer gain mastery this way. If you are from the Land of the Sun, then this maximum increases to 350. | Equal to the amount spent |
Usage | The more you use your Ki abilities in combat or day-to-day scenarios, the more adept you’ll become with it. Whenever you activate a Ki Technique, you gain mastery points. This amount changes depending on if you are in initiative or not. Anytime you activate a Ki technique, you gain Mastery Points depending on if you are in initiative or not. | An amount equal to your Wisdom modifier (minimum of 1) and half your Wisdom modifier (rounded down, minimum of 0) respectively |
Ki Clashing | One of the quicker methods of mastering your control of Ki is to overcome the effects of Ki of a fellow practitioner. Whenever you engage in combat with a fellow user of Ki, if they use a Ki Technique against you (I.e to impose disadvantage on an attack or force you to make a save), and you resist its effects or succeed against disadvantages, you gain mastery points. The Mastery points are only gained if the creature's CR was 5 below your Magic Power or higher. | 10 |
Mastery Benefits[edit]
The more you master your Ki, you're not only improving your ability to send Ki but also learning unique abilities for it. Your mastery shall grant you benefits to your Ki sensing, as shown below.
Benefit | Description | Mastery Points |
---|---|---|
Ambient Sense | Whenever you make a perception check to look for something, if you roll high enough you accidentally activate Ki sense. If you roll a 20 or higher on a Perception roll, then you activate the Novice Sense feature. This feature lasts for half as much time. You can do this an amount of times equal to your Wisdom modifier (minimum of once), regaining all uses at the end of a long rest. | 1 |
Novice Sense | You have finally begun to understand the concept of Ki, as such you can begin to focus on sensing it. As a bonus action for 2 Ki points, you focus on ki for 1 minute. For the duration, you have blindsight in a radius equal to 5 times half your proficiency bonus (rounded down) times your Wisdom modifier (minimum of 1), and you cannot be surprised by things you can’t see. | 100 |
Unique Ki | Having used Ki for a considerable amount of time, you have come to understand that every living thing has a unique sense of Ki. While you are focusing on Ki, you notice a difference in everyone’s Ki being able to sense the original amongst duplicates and see through disguises if you have met that person or sensed their Ki before. If someone you haven’t met before is disguised then this doesn’t apply.
Additionally, you may now activate your Ki sensing as a free action. |
500 |
Lasting Sense | Needing to constantly focus on Ki has become a burden, so with training and experience you’ve found a method to increase its duration. At the start of a day, you may spend your proficiency in ki points, keeping your Ki sense active for the rest of the day. These ki points may only be regained on a long rest instead of a short rest. | 900 |
Increased Distance | Your Ki sensing abilities have been heightened even more, finally reaching their peak. Your blindsight radius is now to 5 times your proficiency bonus times your Wisdom modifier (minimum of 1) | 1300 |
Mastered Senses | You’ve mastered your Ki sense, nothing escapes you now. Your Ki sense is now always active, no cost required. Additionally, you must choose two Ki Sensing techniques you already know. These techniques cannot require 1700 Mastery or higher. You can use these techniques for 0 Ki points a number of times up to your proficiency bonus, regaining all uses at the end of a long rest. | 1700 |
Ki Techniques[edit]
Ki Techniques are one of the fundamental parts of Ki, considered an art where it comes from. They are separated into two categories.
Ki Sensing either improves on the current sense, or provides additional features (e.g. the ability to detect lies by reading their Ki). Ki Manipulation focuses on channeling the ki in your body to either improve your physical body or strengthen your magical power, a mastered version of this appears in the form of Zetten.
Whenever you reach 100 mastery, you can choose a Ki Technique from either Ki Sensing Techniques or Ki Manipulation Techniques.
- Ki Technique DC
Some Techniques force your target to make a saving throw. The DC for battle maneuvers is calculated as it follows:
Ki Techniques DC = 8 + your proficiency bonus + your Wisdom modifier.
Ki Sensing Techniques[edit]
You can only use these techniques while your Ki sensing is active, and they only take effect against creatures within your Ki radius.
Attack Prediction[edit]
You have learned how to use Ki to predict the path of an attack coming your way. As a reaction to being targeted by a weapon attack roll, you can spend 1 Ki point to add half your Wisdom modifier (rounded down, minimum of 1) to your AC until the end of the current turn.
You can choose this Ki technique again once you have 500 mastery or higher, now adding your full Wisdom modifier.
Enhance Awareness[edit]
You can take the dodge action as a bonus action for 1 Ki point, increasing your overall awareness of the world around you for a moment.
Feelings Reader[edit]
When making an Wisdom (Insight) check against a creature, you can spend 1 Ki point to add your Wisdom modifier an additional time to the check.
If you succeed on the check, you also instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else.
Improved Reflection[edit]
When you stop an attack from damaging you, you can focus yourself to make sure the attack doesn’t harm you. Whenever you reduce the damage of an attack roll with a Battle Maneuver or by halving a saving throw's damage, you can spend 1 Ki point to increase the reduction by your level + your Wisdom modifier.
Focused Insight[edit]
Prerequisites: 300 Mastery.
You can use your Ki sense to gain insight on an opponent's senses. As a bonus action, you can spend 2 Ki points to grant yourself advantage on the next weapon attack roll you make against a creature of your choice within your Ki Sense range.
You can choose this Ki technique again once you have 900 mastery or higher, now making all weapon attack rolls with advantage until the end of your turn.
Increased Range[edit]
Prerequisites: 300 Mastery.
As a bonus action, you can spend 2 Ki points to double the range of your Ki sense for 1 minute.
While this Ki technique is active, you are concentrating as if concentrating on a spell.
Predict Outcome[edit]
Prerequisites: 300 Mastery.
Whenever you roll a skill check or attack roll, before the roll is determined to have failed or succeeded, you may expend 2 Ki Points to add 1d4 to the roll, possibly changing a miss or failure into a hit or a success.
You can’t do this for Charisma based checks, or for the Animal Handling, History, Medicine or Religion skills.
This roll increases to a 1d6 at 500 Mastery, to 1d8 at 900 Mastery, to 1d10 at 1100 Mastery and to 1d12 at 1700 Mastery.
Defense Insight[edit]
Prerequisites: 500 Mastery.
You’ve learned how to use your Ki sensing to peer in the weaknesses of your opponent's defenses. As a bonus action, you can spend 3 Ki points to increase your critical hit threshold by 1 (20 to 19-20, 19-20 to 18-20, etc) until the end of your current turn.
Focused Ki Sense[edit]
Prerequisites: 500 Mastery
You have learned how to focus your Ki sensing on an opponent to learn about their condition. As a bonus action while you have Ki sense active, you can spend 3 Ki points to choose one creature within your Ki sense’s range. You learn a number of the following information up to your proficiency bonus, which the GM must inform you of:
- Their Strength score.
- Their Dexterity score.
- Their Constitution score.
- Their current hit points.
- Their current mana.
- Their Magic Power level.
- Their current stamina.
- Their alignment.
- Their hit point maximum.
- Their Mana maximum.
- Their Stamina maximum.
Ki Search[edit]
Prerequisites: 500 Mastery
You keep the different Kis you met in your life stored in your mind, searching for someone you’ve met becomes an easy task. Whenever you take the Search action to search for a creature you felt via Ki sense, you can spend 3 Ki points to add your Wisdom modifier (minimum of 1) to the check.
Alert Senses[edit]
Prerequisites: 800 Mastery, Attack Prediction or Predict Outcome.
Your senses are innately alert to attacks, now not only sharpening your instincts for however by the usage of Ki you may read into an opponent’s attack and dodge them. When you use Attack Prediction, you can spend 4 additional Ki points to reduce the first attack roll by the result of your Predict Outcome die.
Clear Mind[edit]
Prerequisites: 800 Mastery.
As a bonus action while Ki sense is active, you can end one effect that is causing you to be charmed or frightened by spending 4 Ki points. If the effect is caused by a spell casted by a creature with a Magical Power of 5 or more above your own, you instead simply reroll the save with advantage.
Danger Sense[edit]
Prerequisites: 800 Mastery, Predict Outcome.
Your Ki sensing has evolved to predict even unexpected outcomes. As long as you have 1 Ki point remaining, opportunity attacks are made with disadvantage against you.
Buildup Sense[edit]
Prerequisites: 1100 Mastery, Mana Sensing.
You have learned how to sense the buildup of mana before a spell is casted, allowing you to anticipate the magical blow. As a reaction to getting targeted by a spell attack or being forced to make a saving throw against a Spellcasting save DC, you can spend 5 Ki points to give that attack disadvantage against you or give yourself advantage on the saving throw.
If the caster’s Magic Power is 5 or more above your own, you must roll an Intelligence (Arcana) check against their attack roll or Spellcasting save DC, on a failure this Ki Technique fails.
Find Target[edit]
Prerequisites: 1100 Mastery.
While Ki sense is active, you may use your bonus action and 5 Ki points to find a path towards your opponent, ignoring any obstacles. Choose a hostile creature within your Ki sense range. Until the end of your turn, you don’t generate opportunity attacks when moving, ignore non-magical difficult terrain and may move through other creature’s space unless you are bigger than them, however you must move towards the creature.
Heightened Reaction[edit]
Prerequisites: 1100 Mastery, Alert Senses.
Your reactions are heightened, with you always being the first to act. While you have at least 1 Ki point, you gain a +1 bonus to initiative.
You may choose this Ki technique again at 1400 and 1700 Mastery, increasing the bonus by a +1 per pick.
Ki Mimicking[edit]
Prerequisites: 1400 Mastery, Predict Outcome.
You can mimic the actions of a creature by following their movements, disorienting them slightly. As a reaction to a creature taking an action, you can spend 5 Ki points to make an Wisdom (Insight) check against their passive perception. If you succeed, you can replicate the action if you can (i.e cast a spell, take the attack action, use a maneuver, etc) targeting them.
If you succeed by 3 or more above their passive perception, their action is rolled with disadvantage or creatures have advantage against their action, as they become disoriented by your shenanigans. This effect of the Ki technique can only happen a number of times against the same creature per day equal to your proficiency bonus reduced by their Intelligence modifier (minimum of once).
[edit]
Prerequisites: 1400 Mastery
You have learned how to utilize Ki Sense to not only predict what happens to you, but also to others. Whenever a creature within your reach would be targeted by an attack or saving throw, or would take damage, you can spend 5 Ki points as a reaction to use a Ki sensing technique that costs a reaction, without paying its Ki point cost.
Watchdog Stance[edit]
Prerequisites: 1400 Mastery
By completely allowing your Ki sense to overwhelm your body, you can get on an all watching stance that can aid your reaction time based on your senses. As a bonus action, you can spend 5 Ki points. Until the start of your next turn, whenever an attack roll is made against you or you are forced to make a saving throw, roll a Wisdom (Perception) check. If you meet or exceed the attack roll or DC, the attack roll is made with disadvantage and you make the saving throw with advantage.
You cannot attack or move while on this stance (unless if as part of a reaction or for a Evasive Saving Throw), and must not have moved or attacked this turn to be able to activate it.
Peer into Magic[edit]
Prerequisites: 1700 Mastery, Mana Sensing.
You’ve learned how to use Ki to peer into the weak point of your opponents spells and how to dissect them. When you use your reaction to clash against a spell with your own spell, you can spend 6 Ki points to find their spell’s weakness, with it depending on your Magic Power difference.
- If your Magic Power is 5 or higher above the opposing creature, their spell’s dice is reduced by your Wisdom modifier (minimum of 2) times 1,5
- If your Magic Power is equal or higher than the opposing creature, their spell’s dice is reduced by your Wisdom modifier.
- If your Magic Power is lower than the opposing creature, their spell’s dice is reduced by half your Wisdom modifier (rounded down, minimum of 1).
Third Eye[edit]
Prerequisites: 1700 Mastery, Ki Search.
Your perception of the world is enhanced by Ki, noticing things most wouldn’t. While Ki Sense is active, you roll Wisdom (Perception) checks with advantage and add your Wisdom modifier one additional time to your Passive Perception.
True Seeing[edit]
Prerequisites: 1700 Mastery.
Referred to as the most powerful Ki Sensing Technique, this technique can be used to temporarily illuminate the user. As an action while Ki Sense is active, you can spend 6 Ki points to gain Truesight equal to half your Ki Sense range for a number of rounds equal to your Wisdom modifier (minimum of 1).
While this Ki technique is active, you are concentrating as if concentrating on a spell.
Reactive[edit]
Prerequisites: 1700 Mastery, Heightened Reactions.
Your Ki sense boosts every aspect of your mind, enhancing your reaction level to the max. While Ki Sense is active, you can take one additional reaction per round.
Ki Manipulation Techniques[edit]
Ki Manipulation techniques involve infusing your body and mana with your Ki, meaning they can be used at any point while you are conscious unless otherwise stated.
Feather Fall[edit]
Prerequisites: Ki Augmentation.
When you’re falling, you can use Ki as a cushion to protect your fall. As a reaction to when you would take fall damage, you can spend 2 Ki points to reduce the damage by 4 times your class level. If the fall damage would be caused by a magical source (not counting Grand Magic Zones), the reduction is halved.
Ki Augmentation[edit]
You’ve learned the most basic form of Ki Manipulation, the manipulation of the body. As part of making a physical skill check (any check that requires Strength, Dexterity or Constitution), you can spend 2 Ki points to gain advantage on the check.
This cannot be used with the Stealth skill.
Leg Strengthening[edit]
Prerequisites: Ki Augmentation.
You’ve learnt how to push your ki into your legs, allowing you to move further distances. You can take the dash action as a bonus action by spending 2 Ki points. When taking the dash action this way, your jumping distance is doubled.
Swift Escape[edit]
Prerequisites: Ki Augmentation.
By pouring Ki in moments of your danger, you can make swift escapes. You can take the disengage action as a bonus action by spending 2 Ki points.
Body Enhancement[edit]
Prerequisites: 300 Mastery, Ki Augmentation.
You’ve learned how to bolster your muscles with Ki. As a bonus action for 3 Ki points, you count as 1 size larger for the purposes of determining your carrying capacity and the weight you can push, drag or lift for 1 minute.
Additionally, for the duration you also count as one size larger for grappling and shoving.
Careful Retreat[edit]
Prerequisites: 300 Mastery, Swift Escape.
Your sense of adrenaline when you escape a situation of danger makes you pour Ki quickly to evade more danger. Whenever an attack roll made by a hostile creature misses you, you can spend 3 Ki points to take the Disengage action as a reaction, instantly moving up to your speed (but taking from your next turn’s movement).
Muscle Hardening[edit]
Prerequisites: 300 Mastery, Ki Augmentation.
You’ve learned how to coat your skin and organs with Ki, being able to reduce the damage of wounds. As a bonus action for 2 Ki points, or as a reaction to receiving damage for 3 Ki points you reduce all bludgeoning, piercing and slashing damage by your class level until the start of your next turn.
Speed Breaker[edit]
Prerequisites: 300 Mastery, Leg Strengthening.
When running, you naturally pour Ki into your legs to increase your speed. When you take the Dash action, you add 5 times your proficiency bonus in feet to the total amount increased as long as you have 1 Ki point remaining.
Arm Strength[edit]
Prerequisites: 500 Mastery, Body Enhancement.
When you increase your strength with Ki, the majority of the flow goes straight to your arms. When you use Body Enhancement, you gain a bonus to Grapple and Shove checks equal to half your proficiency bonus (rounded down).
Physical Enhancement[edit]
Prerequisites: 500 Mastery, Ki Augmentation.
You’ve learned how to give yourself a burst of energy in a crucial moment by enhancing your body with Ki, potentially saving yourself from fatal damage. Whenever you have to make a physical saving throw (any save that requires Strength, Dexterity or Constitution), you can give yourself advantage on the save by spending 4 Ki points.
Prime Health[edit]
Prerequisites: 500 Mastery, Muscle Hardening.
The Ki that flows through you has made you immune to diseases.
Fortified Immune System[edit]
Prerequisites: 800 Mastery, Prime Health.
Your immune system has been constantly enhanced by Ki, making you great against facing unwanted visitors in your body. You have advantage against the Envenomed or poisoned conditions, and have resistance to poison damage.
Impenetrable Body[edit]
Prerequisites: 800 Mastery, Muscle Hardening.
Surrounding your body with Ki no longer just protects you, it turns you into a living armor. When you use Muscle Hardening, you can spend 2 additional Ki points to reduce all damage but psychic instead of just bludgeoning, piercing or slashing damage.
Ki Projection[edit]
Prerequisites: 800 Mastery, Body Enhancement.
By pushing your Ki into your muscles, and even further into your weapons. While Body Enhancement is active, you may once per turn deal additional damage with a weapon equal to your Wisdom modifier (minimum of 1).
Additionally, if you are not holding a weapon your unarmed strike or natural weapon die will increase by 1 tier (1 -> 1d4 -> 1d6…).
Battle Direction[edit]
Prerequisites: 1100 Mastery, Ki Projection.
You have become very experienced in imbuing Ki into weapons, this has made you a fearsome foe in battle. Whenever you use a Battle Maneuver, you can spend 5 Ki points to either add your proficiency bonus to either the attack roll or your Battle DC for that maneuver.
Any effects (outside of the prone condition) caused by Battle Maneuvers affected by this are reduced to last until the end of the creature’s next turn.
Limit Breaker[edit]
Prerequisites: 1100 Mastery, Body Enhancement.
By pouring a great amount of Ki into your limbs, you can break your limits for a moment. For 5 Ki points, you can take an additional action or bonus action this turn, which cannot be used to cast a spell or use a mana skill.
At the beginning of your next turn, you cannot use this Ki technique again and must choose between using an action or bonus action, as this Ki technique tires your body.
Seeking Blows[edit]
Prerequisites: 1100 Mastery, Arm Strength.
By enhancing yourself with Ki while Ki sense is active, your blows can follow any target. As a bonus action, you can spend 5 Ki points. Until the end of your turn, whenever you miss a weapon attack, you can choose to deal half as much damage.
This counts as a saving throw for the purposes of Resistant, however it depends on what modifier you used for the weapon, using its appropriate Resistant counterpart.
Adrenaline[edit]
Prerequisites: 1400 Mastery, Leg Strengthening.
When your body is in a rush, you gain a temporary boost in energy. Whenever you take the dash action you may choose to gain one of the following until the start of your next turn.
- You gain temporary hit points equal to 5 times half your class level (rounded down).
- You gain resistance to one of the following: bludgeoning, piercing or slashing damage.
- You ignore non-magical difficult terrain, and magical difficult terrain of your Magic Power is 5 or more above the caster.
Burst of Power[edit]
Prerequisites: 1400 Mastery, Body Enhancement.
You can grant yourself a Burst of Power to free yourself from your restraint. As a Free Action while being grappled or restrained by a spell, you can spend 5 Ki points to end the condition.
If the effect is caused by a spell cast by a mage with a Magic Power 5 or more above your own, you instead gain a +5 in the next check or save against it.
Limb Control[edit]
Prerequisites: 1400 Mastery, Body Enhancement.
As a Lengthy Action for 6 Ki points, which can be taken while you are incapacitated but not petrified or unconscious, you manipulate your own body like a marionette by flowing ki through it, allowing you to ignore the incapacitated condition, as well as the effects of any damaged (but not removed) limbs, not including Skull injuries, until you lose concentration or deactivate this technique at will.
Hawk’s Speed[edit]
Prerequisites: 1700 Mastery, Speed Breaker.
When amplyfing your speed with Ki, you can temporarily increase it to the point of gaining flight. Whenever you use Leg Strengthening, you gain flying speed equal to your movement speed and can either add your modifier one additional time in the damage roll or gain advantage on your first weapon attack that turn, unless you haven’t moved at least 10 feet. If you end your turn aloft, you start falling.
Iron Skin[edit]
Prerequisites: 1700 Mastery, Impenetrable Body.
When you harden your skin with Ki, the first blow is always the one with the least power. When you use Muscle Hardening, the reduction is doubled for the first source of damage you receive.
Muscular Ascension[edit]
Prerequisites: 1700 Mastery, Body Enhancement.
With your expertise in Ki manipulation, you have learned how to bring your body much beyond its limit. When you use Body Enhancement, you can spend 3 additional Ki points to make you count as two sizes larger instead of one for the purposes of the feature.
Trustworthy Constitution[edit]
Prerequisites: 1700 Mastery, Prime Health.
Ki has become as natural to your body as your own blood, flowing inside of it and keeping it alive. Whenever you roll a hit dice, you can choose to roll the maximum amount. In addition, you add half your Constitution modifier (minimum of 1) to Death Saving throws.
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