Ki Domain (5e Subclass)
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The Ki domain focuses on the mystic energy present in all creatures, the energy that flows through all living entities, that makes your body works as a cohesive functioning system. Rather than devoting their lives to a god, most of the time clerics from the ki domain will be philosophers and monks, devoting their lives to understand this energy while perfecting their own bodies. The deep connection forged with this force by these clerics is in itself the source of the miracles they are able to perform. When they do follow other entities, they usually are not gods, but great ancestors from the monastery, legendary ki masters and even the forces of nature itself, that have also the ki as their animus.
|1st||jump, feather fall|
|3rd||enhance ability, spider climb|
|5th||haste, water walk|
|7th||freedom of movement, greater invisibility|
|9th||steel wind strike, hold monster|
- Unarmored Defense
When you choose this domain at 1st level, your martial arts training taught you how to dodge incoming attacks. Your AC equals 10 + your Dexterity modifier + Wisdom modifier when you are not wearing armor or wielding a shield.
- Ki Infused Strikes
Also starting at 1st level, you have been trained in martial arts, and learned how to infuse ki into your unarmed strikes. As an action, you can make a melee weapon attack with your unarmed strike. On a hit, you roll a d6, instead of the regular damage, and your attacks are considered magical for the purposes of overcoming resistance to nonmagical attacks and damage.
Channel Divinity: Ki Channeling
Starting at 2nd level, you can use your Channel Divinity to convert your spell slots into ki points. As a bonus action on your turn, you can expend one spell slot and gain a number of ki points equal to the slot’s level, according to the table bellow.
Any ki point you create with this feature vanishes when you finish a long rest.
|Spell Slot Level||Ki Points|
You can use your ki points to use the following ki features bellow:
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Ki Blasts. You can spend 1 ki point to hurl balls of ki energy until the end of your turn. You make one ranged spell attack for each unarmed strike you make on your turn on a range of 30 feet. The damage is the same of your unarmed strikes, but the damage type is radiant, and if you can add an ability score to the damage roll, you add your Wisdom modifier instead.
- Fast Movements
Beginning at 6th level, you can use your ki to increase your ability to move through space. Whenever you take the Dash action, you can move along vertical surfaces and liquids on your turn without falling during the move.
- Divine Flurry
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you make one unarmed strike, you can make two additional ones using your bonus action. You don't add your ability modifier to the damage of these attacks.
When you reach 14th level, you can make three unarmed strikes as part of your bonus action.
- Supreme Ki
Starting at 17th level, when you use a ki feature, you can spend the same ki point to use two ki features at the same time, as part of the same bonus action. You can't use the same ki feature twice in the same turn.