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## Way of the Ki Warrior Ki warriors create powerful blasts of ki using only the valley of strength hidden deep within. In battle they charge their power to deliver truly devastating attacks that tear about the battlefield with radiant power. This great power requires incredible discipline and constant practice, so many ki warriors are patient and serene. Others are driven by ambition and passion for battle, and attained their strength by stopping. #### Ki Manipulation Your ki techniques require both mental and physical training, and rely on your knowledge of your inner self. Thus, you are proficient in all ki techniques, and all ki techniques use your Wisdom modifier for attack rolls if they have one. If they instead require a saving throw, the DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Each ki technique deals radiant damage, and requires an action to use unless otherwise noted. You can spend multiple turns charging some techniques at no additional cost. When you use a ki technique that uses an action, you can hold it until your next turn instead of using it immediately. You cannot move or take actions while charging a ki technique. During your next turn you can use your action to release the charged technique, or continue charging it. Every time you end your turn while charging a ki technique, it deals one additional damage die when you finally release it. You can charge a ki technique no longer than 1 minute, after which you must release it or let it dissipate. If you are charging a ki attack and decide you no longer want to use it, you can dissipate it at any time. You still lose the ki points required to begin charging the attack. #### Fundamental Ki Technique: Energy Blast When you choose this tradition at 3rd level, you gain a ranged spell attack with a range of 30 feet, which you can use with the Attack action. You add your Wisdom modifier to its attack and damage rolls. Its damage is radiant, and its damage die is the same as your Martial Arts. When you use the Extra Attack or Flurry of Blows feature, this special attack can be used for any of the attacks you make as part of that action or bonus action. #### Basic Ki Techniques Also at 3rd level, you gain access to two the following techniques: **Flash.** Spend 2 ki points to force all creatures in a 30 foot cone to make a Constitution saving throw. On a failed save, they are blinded. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Pressure Point.** When you damage a creature with an unarmed strike, you can spend 1 ki point to add 1d8 radiant damage to the attack. **Vorpal Disc.** Expend 2 ki points and make a ranged spell attack against a creature of your choice within 60 feet. If you hit the creature, it takes 4d6 magical slashing damage. If you roll a 20 on the attack roll, you cut the creature's body apart. The creature dies if it can't survive without its body in one piece. A creature is immune to this effect if it is immune to slashing damage, has legendary actions, or the DM decides it's too large to be instantly slain by such an attack. \columnbreak #### Greater Techniques At 6th level, you learn one of the following techniques, in addition to the ones you already have. You can choose to learn an earlier technique instead. **Energy Wave.** Expend 4 ki points to force all creatures within a 30 foot line to make a Dexterity or Constitution (their choice) saving throw. On a failed save, a creature takes 6d6 radiant damage, or half as much on a success. **Light Beam.** Spend 4 ki points to shoot a beam in a straight line in a direction of your choice, striking the first creature or object in the line within 90 feet. Make a ranged spell attack against a creature in that line, dealing 8d6 radiant damage on a hit. If there is a second creature immediately behind the first in the same direction, you can attack that creature with this technique as well, requiring no additional ki points. **Redirect Impact.** When you miss with a ki technique, you can use your reaction to spend 2 ki points and redirect the attack toward a single target. These blasts deal an extra damage die. #### Ultimate Techniques At 11th level, you learn one of the following ki techniques, representative of the upper limits of your power. You can choose to learn an earlier technique instead. **Soul Sphere.** You can spend 8 ki points to create an orb of pure energy and can hurl it at a point of your choosing within 150 feet. Each creature within 10 feet of the point must succeed on a Constitution saving throw, taking 7d10 radiant damage on a failed save or half as much on a success. When charging this attack, you and any other creatures that can see you can use their action to expend a hit die and add it to the accumulating power. For every hit die added, add 1d10 to the damage roll of this attack. **Last Resort.** You consume all of your remaining ki points to attack with everything you have. You force all creatures within a line 10 feet wide and 300 feet long to make a Dexterity saving throw. On a failure, they take 2d6 radiant damage for each ki point expended. When you roll damage for the attack, you can choose to suffer any amount of damage to yourself and add it the to the damage roll. After using this technique, you gain 1 level of exhaustion and cannot regain ki until your next long rest. #### Realize the Legend At level 17 you reach the pinnacle of ki warrior techniques. Once per day, you can transform into a far more powerful version of yourself for 10 minutes. When you transform, you gain temporary hit points equal to twice your monk level. While transformed, you have a flying speed equal to your walking speed, can make one additional attack when you use the Extra Attack feature, your current and maximum Wisdom and Dexterity both increase by 4, and you shed bright light in a 15-foot radius and dim light for another 15. Finally, Basic and Greater ki techniques cost no ki to use for the duration of the transformation.