Ki Fighter, Variant (5e Class)

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Ki Fighter[edit]

I'm still quite green on class creation. I'm also not sure how to comunicate with other users. For now I am going to work on the ki fighter base before adding any school features. Also I want this class to be mechanically sound before adding any flavor.


Creating a Ki Fighter[edit]

Quick Build

You can make a ki fighter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom then Constitution. Second, choose the outlander or sailor background.

Class Features

As a Ki Fighter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ki Fighter level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ki Fighter level after 1st

Proficiencies

Armor: none
Weapons: Simple melee weapons, shortswords
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, Perception, Survival, Medicine, Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Longsword or (b) A Scimitar
  • (a) 5 javelins or (b) A simple melee weapon
  • (a) An Explorer's pack or (b) A Dungeoneer's pack
  • (a) Training Gi or (b) common clothes
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Ki Fighter

Level Proficiency
Bonus
Ki Points Martial Arts Ki blast Features Flying Speed
1st +2 1 1d4 1d4 Ki, Martial Arts, Unarmored Defence, Ki Blast -
2nd +2 2 1d4 1d4 Fighter's Spirit -
3rd +2 3 1d4 1d4 Ki Fighter Style -
4th +2 4 1d4 1d4 Ability Score Improvement, Energy Detection -
5th +3 5 1d6 1d6 Extra Attack -
6th +3 6 1d6 1d6 Ki Strike, Special Attack or Technique -
7th +3 7 1d6 1d6 Flight, Evasion 10 Feet
8th +3 8 1d6 1d6 Ability Score Improvement 10 Feet
9th +4 9 1d6 1d6 Special Attack or Technique 10 Feet
10th +4 10 1d6 1d8 Chop and Jab 15 Feet
11th +4 11 1d8 1d8 Special Attack or Technique 15 Feet
12th +4 12 1d8 1d8 Ability Score Improvement 15 Feet
13th +5 13 1d8 1d8 Ki Transfusion 20 Feet
14th +5 14 1d8 1d8 Special Attack or Technique 20 Feet
15th +5 15 1d8 1d10 Ki Condtioning 20 Feet
16th +5 16 1d8 1d10 Ability Score Improvement 20 Feet
17th +6 17 1d10 1d10 Special Attack or Technique 25 Feet
18th +6 18 1d10 1d10 25 Feet
19th +6 19 1d10 1d10 Ability Score Improvement 25 Feet
20th +6 20 1d10 1d10 Perfect Self 30 Feet

Ki[edit]

Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your ki fighter level determines the number of points you have, as shown in the Ki Points column of the Ki Fighter table.

You can spend these points to fuel various ki features and special attacks. You start knowing four such features: Flurry of Blows, Perfect Dodge, Stand Ground, and Ki Blast. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier


Flurry of Blows -

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Perfect Dodge -

You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.

Stand Ground -

You can spend 1 ki point to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.

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 or wielding a shield:

  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain ki fighter levels, as shown in the Martial Arts column of the Ki Fighter table.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored Defense[edit]

At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + Strength modifier + Wisdom modifier.

Ki Blast[edit]

At 1st level you can manifest a Ki blast from either hand, striking any single opponent within range for 1d4 + Wisdom modifier force damage. This die changes as you gain ki fighter levels, as shown in the ki blast column of the Ki Fighter table.

Fighter's Spirit[edit]

At 2nd level, You can roll a Wisdom (Insight) check against a target's Charisma(Deception) to gage their fighting spirit. From this you can learn one of the following: their prefered weapon or means of attacking, their class (base class ie fighter, monk, druid, cannot determine subclass), their amror class, and what would be the best way to convince them to spar with you. (ie would they do it if money were involved, or if they prefer to the death.)

Ki Fighters Style[edit]

Upon reaching the 3rd level Ki Fighters must enroll in a school of combat: Each school provides features at 3rd, 6th, 9th, 11th, and 17th level. Some of your school features are phisical techniques that require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength modifier

Ability Score Increase[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. Alternatively you can gain 4 more ki points instead. As normal, you can't increase an ability score above 20 using this feature.

Energy Detection[edit]

Beginning at 4th level, before you make a Wisdom (Perception) against a living creature to track them down, you may gain advantage on the roll. You regain use of this feature after you finish a short or long rest.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This only applies to your weapon attacks and basic ki blast.

Ki Strike[edit]

At 6th level your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Flight[edit]

At 7th level you gain the ability to use your ki to fly or levitate short distances. As you gain levels 10th, 15th, 17th, and 20th the distance you may travel increases. You can activate this technique as a bonus action. This technique remains active until you either run out of Ki points or choose to deactivate it as another bonus action. You must have at least 1 Ki point to activate this ability

Fury of Blasts[edit]

At 10th level, whenever you take the Attack action on your turn, you can fire a ki blast as a bonus action.

Ki Transfusion[edit]

Starting at 13th level, as an action you can transfer your ki to another creature. The maximum amount of ki you can transfer is equal to your Wisdom modifier. This can be used for one of the following effects.

  • Add three temporary hitpoints to the target creature. (Cost 1 ki point. Must be within ki blast range. Cannot be used to revive a target)
  • Restore an expended spell slot. (Cost 2 ki points per spell slot level. Must be within 5ft)
  • Give an unconscious creature hit points equal to your level. (Cost 4 ki points. Must be within 5 ft)
  • Restore the target's ki points. (Cost 1 ki point per ki point. Must be within ki blast range)

You may use this feature once, and you regain use of this feature after you finish a long rest.

Ki Conditioning[edit]

At 15th level, you have the ability to control your ki to a point where your techniques for your fighting school cost half the amount of ki points they normally cost(rounded up).

Perfect Self[edit]

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

School template[edit]

3[edit]

School quirk

6[edit]

Unique unarmed technique.

9[edit]

Improved Ki Blast

11[edit]

Ki regen ability

17[edit]

Ultimate ki attack. Normally should only have one use per long rest.

School of The Wolf[edit]

Playing Opossum[edit]

At 3rd level, if you are hit with an attack you can go prone and feign death as a reaction. All creatures, excluding allies who are aware of your technique, that can see you must make an Wisdom (Insight) check against your Charisma (Deception) to notice whether you are still alive. When you stand up, you gain advantage on your attack rolls during that turn against any creature that thought you were dead. This feature cannot work on the same target twice provided they remember you.

Wolf Fang Fist[edit]

At 6th level, you gain access to the Wolf Fang Fist technique. As an action, you attack your target with a fury of rapid strikes that deal slashing instead of bludgeoning damage. You make an amount of unarmed attacks equal to the amount of attacks you would make if you took the Attack action plus one additional unarmed strike. If you hit on any of these strikes, the target must make a Strength saving throw against your Technique save DC. On a success, nothing happens to the target. On a failure one of the following affects can occur. (your choice) (Cost 2 ki points)

  • The user moves with the target in the direction they are facing.(up to 5ft times your Strength modifier, minimum 1.)
  • The target is stunned until the start of your next turn.

If the user takes the move target option and moves within opportunity range of other enemies they can attack with dissadvantage. Successfull attacks will not interupt the wolf fang fist unless the user is brought to zero hp.

Spirit Ball[edit]

At 9th level you gain access to the spirit ball. As a bonus action, you can summon a ball of ki to act as a spiritual weapon. The same rules as the spiritual weapon spell apply to your spirit ball except the damage done is the same as your Ki Blast feature. (Cost 3 ki points)

Full Refund[edit]

At 11th level if you have any spirit balls out on the feild you can spend an action to dissmiss it and refund the ki used. You must wait one turn before summoning another spirit ball if you use this technique.

Neo Wolf Fang Fist[edit]

A 17th level you gain access to the neo wolf fang fist. As an action you attack your target with the full fury of wolf with double the amount of strikes of the wolf fang fist. If you hit on any of these strikes, the target must make a Strength saving throw against your Technique save DC. On a success, nothing happens to the target. On a failure either or both of the following affects can occur. (your choice) (Cost 6 ki points)

  • The user moves with the target in the direction they are facing.(up to 5ft times your Strength modifier, minimum 1.)
  • The target is stunned until the start of your next turn.

If the user takes the move target option and moves within opportunity range of other enemies they can attack with dissadvantage. Successfull attacks will not interupt the wolf fang fist unless the user is brought to zero hp. If any creatures are caught in the path of the move option they are subject to the effects of the normal wolf fang fist. This technique can only be used twice per long rest.

School of the Turtle[edit]

The Turtle's Shell[edit]

At 3rd level when you are not wearing armor you have plus one to your AC. This is increased by one at levels 8 and 16.

6[edit]

Unique unarmed technique.

9[edit]

Improved Ki Blast

11[edit]

Ki regen ability

The Final Lesson[edit]

At 17th level you gain access to one of the three abilities listed below. These abilities can only be used once per long rest. You cannot learn more than one unless alowed by your DM.

Kamehameha[edit]

30/5 ft. line in front of user. 3 turn casting time. 24d10 force damage. Dex save against ki DC for half damage. Concentration during chargeing.

Last Resort[edit]

Single target within ki blast range. instantaneous. 12d10 lightning damage. Always nonlethal. Can only be used at half health.

Mafuba[edit]

Single target within ki blast range. Requires action, bonus action, and reaction to use. User takes 10d10 force damage upon success. Always nonlethal. This is the most DM disscussion required as the nature of containing a creature may vary in different campaigns.

Ki Fighter Special Attacks and Techniques[edit]

Guidelines

As a Ki Fighter, you have learned to tap into the mysterious ki energies flowing throughout your body. Learning to channel this power, you can manifest it in many forms, but only as your selection of Special Attacks and Techniques allows. Each Special Attack has a Ki Point cost that is to be deducted from your Ki Pool every time it is used. All Special Attacks and Techniques require a standard action to activate unless otherwise mentioned.

Ki Casting

Ki Techniques count as spells. Wisdom is your spellcasting ability for your Special Attacks and Techniques. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Special Attack you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom Modifier, unless specified.

Spell attack modifier = your proficiency bonus + your Wisdom modifier

School Techniques

School Techniques count as spells. Strength is your spellcasting ability for your Techniques. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a Special Attack you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Strength Modifier, unless specified.



Prerequisites. To qualify for multiclassing into the Ki Fighter class, you must meet these prerequisites:13 Strength, 13 Wisdom


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