Daoist

by Le Gyon

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Daoist

Cultivation

Cultivation is the process of improving health, increasing longevity, and growing powerful. This is accomplished by cultivating Ki and training in martial & mystical arts. The ultimate goal of many cultivator is to become an Immortal or attain godhood. Though the gods may not stand idle as the act of cultivation means going against the heavens.

Creating a Daoist

When creating a daoist is to consider what brought you on the path of cultivation. Were you born into a familly full of cultivators or maybe you were taken in by some sect after they've noticed your potential. In any case most cultivators begin their training in early years, because that's when your potential is the highest.

Raised as a cultivator. Most people who hail from families full of cultivators treat non-cultivators aka. mortals as insignificant beings. They view mortals as ants, they won't actively seek to harm them, but also they won't feel remorse from killing a few mortals.

Raised as a mortal. Not every mortal has a potential to become immortal, but every now and then there is a person born with enough talent to be taken in by a sect and be able to cultivate. This type of cultivator has more ties to normal world and treats mortal life more humanly or inhumanly depending on what type of person he was as a mortal.

Quick Build

You can make a Daoist quickly by following this suggestions. First, Wisdom should be your highest ability score, followed by Main ability score of your subclass.

Daoist
Level Proficiency Bonus Features Techniques Known Cantrips Known Mystic Arts Known Mystic Arts Access Ki Points
1st +2 Ki Casting, Mystical Arts 0 2 2 1 2
2nd +2 Dao, Techniques 1 2 3 1 4
3rd +2 Purge Impurities 1 2 4 2 6
4th +2 Ability Score Improvement 1 2 5 2 8
5th +3 Dao Feature 2 2 6 3 10
6th +3 Foundation Establishment 2 2 7 3 12
7th +3 - 2 3 8 4 14
8th +3 Ability Score Improvement, Dao Feature 3 3 9 4 16
9th +4 Purge Impurities 3 3 10 5 18
10th +4 Core Formation 3 3 10 5 20
11th +4 Dao Feature 4 3 11 5 22
12th +4 Ability Score Improvement 4 3 11 5 24
13th +5 - 4 4 12 5 26
14th +5 Dao Feature 5 4 12 5 28
15th +5 - 5 4 13 5 30
16th +5 Ability Score Improvement 5 4 13 5 32
17th +6 Nascent Soul 6 4 14 5 34
18th +6 Dao Feature 6 4 14 5 36
19th +6 Ability Score Improvement 6 4 15 5 38
20th +6 Spirit Severing 7 4 15 5 40

Class Features

As a Daoist, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Daoist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: : 1d8 (or 5) + your Constitution modifier per daoist level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one from Alchemist's Supplies, Herbalism Kit, Smith's Tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Nature, Perception, and Stealth.

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) Alchemist's Supplies or (b) a Herbalism Kit or (c) Smith's Tools
Multiclassing

Ability Score Mimimum: Wisdom 13
Proficiencies Gained: Simple Weapons, shortswords

Ki Casting

Mystic Arts

Mystic arts are the form of spellcasting available to Daoist it uses your Ki to fuel your to influence the world directly.

Mystic Arts Known

At 1st level, you know two 1st-level arts of your choice from the Daoist Mystic Art list.

The Mystic Arts Known column of the Daoist table shows when you learn more Mystic Arts of your choice of 1st level and higher. An art you choose must be of a level no higher than what's shown in the Mystic Art Access column for your level. When you reach 6th level, for example, you learn a new Mystic Art, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Mystic Arts you know and replace it with another art from the Mystic Art list, which also must be of a level for which you have access to.

You can cast a Mystic Art from higher level, up to your Mystic Art Access Level.

Ki Condensation

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 daoist level determines the number of points you have, as shown in the Ki Points column of the Daoist table.

You can spend these points to fuel various Mystic Arts and Techniques

When you spend a Ki point, it is unavailable until you regain it by either by finishing a long rest, at the end of which you draw all of your expended Ki back into yourself or by finishing a short rest, at the end of which you draw half(rounded down) of your expended Ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Ki.

Wisdom is your Ki casting ability for your Mystic arts, so you use your Wisdom whenever a Mystic Art refers to your Ki casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Mystic Art you cast and when making an attack roll with one.

Ki Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Ki attack modifier = your proficiency bonus +

your Wisdom modifier

Mystic Focus

You don't have to provide material components of your Mystic Arts if the components don't have their value specified.

Mystical Arts

Also at 1st level, you learn mystical arts, You can roll a d4 in place of the normal damage of your unarmed strike and while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Additionally When you use the Attack action with an unarmed strike or a weapon you're proficient with, you can make an additional unarmed strike as a bonus action.

Dao

At 2nd level, you commit yourself to a specific Dao, chosen from the list of available Dao. Your Dao grants you features at 1st level and again at 5th , 8th, 11th, 14th level and 17th level.

Techniques

In pursuit of immortality, you have acquired different techniques, daoist magics that imbue you with myriad abilities.

At 2nd level, you gain one technique of your choice. A list of the available options can be found on the Techniques List. When you gain certain Daoist levels, you gain additional techniques of your choice.

Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another techniques that you could learn at that level.

A level prerequisite in an techniques refers to Daoist level, not character level.

Purge Impurities

Starting at level 3rd, Daoist can expell all impurities and toxins from his body. Once per short rest you can spend 1 minute meditating to emulate effects of lesser restoration spell on yourself.

At 9th level you can spend 10 minutes meditating to emulate effects of greater restoration spell instead.

Ability Score Improvement

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. You can't increase an ability score above 20 using this feature.

Foundation Establishment

When you reach 6th level, The Core Sea of Ki Condensation stage condenses into the first Dao Pillar. Granting you even more control over your Ki.

You may use an action to spend 3 Ki points and emit Ki pressure around yourself forcing every creature in 30ft. radius centered on you to make a Strength Saving Throw against your Ki Save DC or be knocked prone and take 1d6 bludgeoning damage.

Core Formation

When you reach 10th level, The pillars formed in Foundation Establishment melt and become a core. You also learn how to force read memories from a soul of a creature. You can use your action to touch the creature's forehead and spend 8 Ki Points to force your consciousness into it's soul. The creature has to be restrained or unconscious for this to work. To defend against this effect the creature has to make a Charisma Saving throw against your Ki Save DC.

If the creature makes the save nothing happens and it's immune to the effect for the next 24hours and because of the rebound you take 2d6 psychic damage.

If it fails you can read through the it's memories, the memories are fragmented and it's up to DM what you will learn. The process itself is very painful and agonizing making the creature take 2d6 psychic damage.

Nascent Soul

When you reach 17th level you form a nascent soul, a tiny humanoid that looks like you and lives in your dantian.

When your body dies your soul stays alive and leaves the body. While in this form you are tiny and transparent, but still visible.

If you're resurrected while in your nascent soul form, your nascent soul gets summoned back to your body.

As a nascent soul, you have half of your maximum hp and cannot take any actions, spend Ki Points, use reactions or bonus actions. As a nascent soul you always hover 5ft. above the ground. While hovering you can move at the half of your maximum speed. While In this form you can spend 8 hours meditating to recreate your body, effectively emulating a true ressurection spell.

Spirit Severing

When you reach 20th level Dao enlightenment grants you the ability to sever something from your soul. It can be love, wealth or any other earthly attachement. From that moment you will no longer feel any attachement to thing you've severed. By doing so you unlock additional insight into the Dao

Once per long rest as an action you can enter transcended state for 1 minute. While in this state you gain resistance to every type of damage and are able to teleport up to the 60ft. once per turn.

Dao

Dao the origin and source of all things. It can be translated in many different ways, it is the absolute principle underlying the universe, combining within itself the principles of Yin and Yang and signifying the way, or code of behavior, that is in harmony with the natural order.

Dao of Sword

You decided to follow the path of sword mastery, to reach the peak of what's possible with a blade.

Sword Saint

When you decide to follow this Dao at 2nd level you can spend 1 hour to attune yourself to a sword. While attuned you're considered proficient in wielding that type of weapons. When you attack with the weapon you were attuned to, you can treat it as if it had finesse property.

You also gain proficiency in the Acrobatics skill if you don't already have it.

Sword Energy

When you reach 5th level you learn how to harness the intent of your blade allowing you to slash and cut enemies that are further away from you.

As a free action You can spend 2 Ki points to charge your sword with your Ki allowing you to change your sword's melee attacks into ranged attacks with a reach of 60/120ft for one minute.

Flowing Sword Technique

Starting at level 8th, when you're wielding a sword you can use your reaction to redirect any attack that attack misses you. When you do so, you spend 2 ki points and take the damage you'd otherwise take from the attack reduced by 1d12 + your Dexterity modifier + your Daoist level.

If you deflected a ranged attack, make a ranged attack (range 20/60 feet) or if you deflected a melee attack, make a melee attack. You make these attacks with your sword and as part of the same reaction. Enemies hit by deflected attack take the damage that you'd take if it weren't reduced.

Flying Sword

When you reach 11th level you have learned how to control your blades more effectively giving you the ability to fly using your sword. To do so you must use an action to stand on top of the sword you are attuned to. While you're standing on the sword you gain 30ft. flying speed and can't make attacks with the sword.

Countless Slashes

When you reach Level 14th you learn how to speed up your slashes using your Ki. Using your bonus action you can spend 4 Ki points allowing you to make two additional attacks with the sword you're attuned to.

If all additional attacks hit the target you can choose to regain 2 Ki points or make one more attack.

Nine Heavens Destruction.

Starting at level 18, by spending 9 Ki and using an action you may summon 9 illusory swords that hover around you for one minute.

You can spend a bonus action to make an attack with up to two swords. After you use the illusory sword to make an attack the sword disappears.

You use your Ki attack modifier for your attack rolls. First attack deals 1d6 slashing damage, the second one deals 2d6 slashing damage, the third one deals 3d6 damage and so on. Up to 9d6 damage with a final sword. You don't add modifiers to damage.

The strain of using this ability leaves you with two levels of exhaustion after all swords disappear.

Dao of Blood

You decided to strengthen your flesh and blood using your Ki as well as Ki of your enemies.

Ki and Blood Stratum

When you decide to follow this Dao at 2nd level you spread your Ki throughout your bloodstream, it causes your muscles and bones to harden, allowing you to replace Dexterity with Strength when calculating AC

Unfortunately because your Ki is now spread through your bloodstream your Ki point maximum is reduced by half.

Spirit Meridian Stratum

When you reach 5th level, you further refine your body. Your hit dice for the daoist class changes from d8 to d10, also you can roll d6 in a place of the normal damage of your unarmed strikes.

You also gain proficiency in the Athletics Skill if you don't already have it.

Blood Soul Stratum

When you reach 8th level you further enhance your fleshly body, you gain ability to consume energy from meridians of fallen enemies. Whenever you kill a creature you regain 1 Ki points and you can roll your hit dice to recover health.

Also your unarmed strikes now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Self-Immolation

When you reach 11th level you learn how to make your blood burst into flames. Whenever you receive damage you can use your reaction to deal 1d8 fire damage to everyone within 5ft. of you.

You can use bonus action to empower your next strike, roll up to 5d6. You lose this amout of HP, but your next unarmed strike will deal additional fire damage equal to twice the HP you've lost.

Also You can now roll a d8 in place of the normal damage of your unarmed strike.

Body-Mind Hex

When you reach 14th level your control over body increases allowing you to temporarily influence bodies of other creatures

As an action you spend 6 Ki points and choose a creature you can see. The creature makes an Constitution Saving throw against your Ki Save DC if it fails the target is paralyzed for 1 minute. The target can repeat it's saving throw at the end of it's turn. If target succeeds on it's saving throw it's immune to the effect for the next 24 hours.

Sea of Ki and Blood

When you reach 18th level You achieve the complete mastery over the Ki and Blood allowing you to consume the Ki and Blood from fallen creatures even if you are not the one who has slain them.

Whenever a creature dies within 30ft. of you, you regain hit points equal to d10 + your Wisdom modifier and you regain 1 Ki point.

You can now also roll d10 in a place of the normal damage of your unarmed strikes.

This ability replaces Spirit Meridian Stratum

Dao of Karma

You decided to follow the ancient path of Karma manipulation. Cosmic merit or demerit accumulated throughout one’s life based on one’s deeds.

Karma magic

When you choose this Dao at 2nd level it lets you choose from an expanded list of Mystic Arts when you learn a Mystic Art. At each indicated Daoist level, add the listed mystic arts to your mystic art list. They do not count towards your limit.

Mystic Art Level Mystic Art
1 Charm Person, Karmic Shield(Dao)
2 Karma Vision(Dao), Moonbeam
3 Karma Slash(Dao), Lightning Bolt
4 Aura Beam(Dao), Slow
5 Destructive Wave, Writ of Karma(Dao)

You also learn 2 additional cantrips of your choice from Mystic Art list

Mystic Echo

At level 5th, when a ranged spell attack (or Magic Missile) targets a creature you can see within 30 feet of you, and the results have not been announced, you can use your reaction and expend Ki points equal to twice the level of spell slot used to cast spell to make an opposed Ki casting ability contest against the caster. If you succeed, the spell targets the caster using the original attack roll. You cannot reflect spells cast above 5th-level.

You can use this feature two times, and regain expended uses of it when you complete a long rest.

Additionally you gain proficiency in Wisdom Saving Throws.

Karmic Ascension

When you reach 11th level you gain more insight into karma, allowing you to see how the creature perceives you. Are you his friend or maybe a foe, you will learn what kind of a person you are in the creature's eyes. Beware that you may learn some things you would not like to learn.

As an action, choose a creature you can see. Make an insight check against creature passive Deception. If you succeed, you learn target's opinion on yourself. If you fail you can't use the skill until you finish a long rest.

Additionally your Mystic Art Access is increased from 5 to 6

Karma Manipulation

When you reach 14th level your mastery over karma increases.

Once per long rest you can use your reaction to change a failed saving throw into a successful one and a successful one into a failed one. This doesn't work against creatures with legendary resistances.

Additionally your Mystic Art Access is increased from 6 to 8

Karmic Annihilation

Starting at level 18th, your mastery over karma reaches a pinnacle, allowing you to completely sever all karma threads connected to a person.

As an action you concentrate on a creature that you can see, the target makes an Intelligence saving throw against your Ki Save DC if it fails the target freezes in motion as if time froze. On a successful save, the creature isn't affected.

A creature frozen by this effect gradually disappears, disappearing completely by the end of it's 3rd turn after becoming frozen. If a greater restoration or similar magic is not cast on the creature within this time frame, the creature vanishes and also disappears from memories of every other creatures.

After the creature disappears you no longer have to maintain concentration.

Any creature with close ties to the target may try keep memories of the erased creature by making an Intelligence check against your Ki Save DC. If it fails the memories are erased until the karma threads are restored.

The only way to bring back the creature that has disappeared is by restoring severed karma threads by means of a Wish spell or a Divine Intervention.

You can use this skill once per long rest.

Additionally your Mystic Art Access is increased from 8 to 9.

Mystic Art Costs:
Mystic Art Level Ki Cost
1st 2
2nd 4
3rd 6
4th 8
5th 10
6th 12
7th 14
8th 16
9th 18

Daoist Mystic Arts:

Cantrips
  • Druidcraft
  • Energy Bolt(Dao)
  • Friends
  • Guidance
  • Ki Strike (Dao)
  • Mage Hand
  • Message
  • Produce Flame
  • Shocking Grasp
1st Level
  • Armor of Agathys
  • Burning Hands
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Identify
  • Karmic Shield (Dao)
  • Ki Wave (Dao)
  • Magic Missile
  • Thunderous Smite
  • Zephyr Strike (XGE)
2nd Level
  • Aura Sense (Dao)
  • Blur
  • Calm Emotions
  • Flame Blade
  • Karma Vision (Dao)
  • Nightvision
  • Shadow Blade
  • Hold Person
  • Invisibility
  • Misty Step
3rd Level
  • Blink
  • Clairvoyance
  • Conjure Barrage
  • Dispel Magic
  • Haste
  • Karma Slash (Dao)
  • Seal Meridians (Dao)
  • Tongues
  • Vampiric Touch
4th Level
  • Aura of Purity
  • Freedom of Movement
  • Otiluke's Resilient Sphere
  • Aura Beam (Dao)
  • Shadow of Moil (XGE)
  • Stoneskin
  • Storm Sphere
5th Level
  • Conjure Volley
  • Dawn
  • Dispel Evil and Good
  • Mountain Consuming Incantation (Dao)
  • Steel Wind Strike
  • Writ of Karma (Dao)
6th Level
  • Harm
  • Heal
  • Paragon Bridge (Dao)
  • Sun Beam
  • True Seeing
  • Karmic Divination (Dao)
7th Level
  • Crown of Stars
  • Bind Karma (Dao)
  • Reverse Gravity
  • Teleport
8th Level
  • Karmic Destruction (Dao)
  • Power Word Stun
  • Sunburst

Daoist Techniques

Bind good/bad Karma

Prequisite: Dao of Karma
When you finish a long rest, roll two d8s and record the numbers rolled. You can add or subtract this amount from any attack roll, saving throw, or ability check made by you or a creature that you can see. You must choose to do so before the roll, and you modify a roll in this way only once per turn.

Each roll can be used only once. When you finish a long rest, you lose any unused rolls.

Bloodburst Flash

Prequisite: Dao of Blood
As a bonus action you may burst with blood forcing each creature within 10 ft. radius of you to make a Dexterity Saving Throw. The creatures that failed the throw take 1d10 + Your Constitution modifier Necrotic damage. The creatures that succeed take only half the damage. You always take the half damage.

When you're brought down to 0hp you can choose to activate this ability and teleport up to 60 ft, but doing so makes you fail the first death saving throw.

Study Demons of Myriad Variations

Prequisite: Dao of Sword
You may use your bonus action to spend 1 Ki Point and make an Insight check against the enemy's Deception. If you succeed you gain advantage on your next attack against the target. When you hit the target you also deal additional damage equal to your Wisdom modifier. If you fail the check, your next attack against the target will be at a disadvantage, but if you hit, you will still deal additional damage equal to your Wisdom modifier.

Celestial Vision Technique

You gain magical darkvision out to 120ft. You can see through magical darkness as if it was a normal darkness.

Green Smoke Escape Art

Your movement speed increases by 10 ft. Additionally once per long rest you can use your action to cast fog cloud centered on yourself. The fog created by this technique has a green color and you can see through this fog without any issues.

Languge of soul

You can cast Comprehend Languages at will, without expending Ki points or material components.

Life-Extermination Technique

Prequisite: 5th level
Once per turn when you hit a creature with an unarmed strike, you can expend a Ki points to deal an extra 1d8 force damage per 2 points spent to the target, and you can knock the target prone if it is Huge or smaller. You can spend maximum of 10 Ki points in one strike.

Heaven and Earth Technique

Prequisite: 5th level
You can attack twice, instead of once, whenever you take Attack action on your turn.

Art of Righteous Bestowal

Prequisite: 5th level
Impart Ki upon any living creature in Heaven and Earth, give it his approval. As an action you spend 2 Ki points and touch a creature and give it temporary hitpoints equal to 4d6 + Your Wisdom modifier. Temporary hitpoints disappear after the creature takes a short or a long rest. You can do this twice per long rest.

Ki Armor

Prequisite: 5th level
When an attack hits you you can use your reaction to spend 2 Ki and reduce that damage by half. You also gain proficiency in medium armor.

Mystic Fists

Prequisite: 5th level
By increasing the understanding of the ki flow, you can use Wisdom instead of Strength for the attack rolls of your unarmed strikes.

Life-Extermination Fist

Prequisite: Dao of Blood, 5th level
Your fists may now deal necrotic damage instead of bludgeoning damage and your reach with unarmed strikes is increased by 10ft.

Whenever you hit something with your unarmed strike you pull it 10ft. towards yourself.

Sword Dance

Prequisite: Dao of Sword, 5th level
You strike with grace, allowing you to move swiftly through your opponents.

Whenever you make a melee attack with your sword you can move up to 10 ft. without provoking attacks of opportunity

Mystical Power

Prequisite: Dao of Karma, 5th level
This technique allows you to change your learned spells on a long rest. Once you choose this technique you can't replace it with another

Formation Expert

Prequisite: 7th level
You can now learn rituals. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the mystic art list and don't count against the number of mystic arts you know. You can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a Daoist Mystic Arts you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your memory. When you find such a spell, you can add it to your mystic art list if the spell's level is equal to or less than half your Daoist level (rounded up) and if you can spare the time to learn the spell. For each level of the spell, the learning process takes 2 hours and costs 50 gp for the materials needed to practice.

Mystic Tongue

Prequisite: 7th level
You can cast Tongues at will, without expending Ki points or material components.

Concealment

Prequisite: 7th level
As an action you can toggle your concealment. While concealed you appear blurred and semi-transparent, you also gain +10 bonus on your stealth checks. You can't use concealment while in combat.

You are now also able to hide your energy inside of your body to appear harmless to most creatures. Meaning they will not act hostile towards you unless you or your companions provoke them first. Creatures with true sight are immune to this effect.

Feather Body

Prequisite: 9th level
You can now reduce fall damage by spending Ki points. For every Ki point spent you reduce fall damage by 5.

You are also able to walk on water. For every turn spent on a water you have to spend 1 Ki point or fall into water at the end of your turn.

Speed of Sound

Prequisite: 9th level
Your movement speed is increased by additional 10ft. and you can now take a dash action using your bonus action.

Once per long rest, if you are not exhausted you can as an action exceed your limits to gain inhuman speed allowing you to "teleport" up to 0.5 mile. You can only "teleport" to places you would be able to reach on foot. Teleporting this way gives you 2 levels of exhaustion, without Ki points and generates a thunderous sound at the origin and the destination. The sound can be heard within 300ft. radius. You can take up to 4 additional creatures with you, for each additional creature you gain an additional level of exhaustion.

Diamond Fist Combo

Prequisite: 9th level, Dao of Blood
By hardening blood in your fists, you make them as hard as diamonds. You gain +1 bonus to attack and damage rolls with your unarmed strikes, with each consecutive hit against the same creature bonus increases by an addtional 1, up to +3. Additionally when you hit somebody with your unarmed strike you can spend 1 ki point as a bonus action and make 2 additional unarmed strikes against the same creature.

Myriad Swords

Prequisite: 9th level, Dao of Sword
You may use your mind to control your swords, you can now wield 4 additional swords that hover behind you. You can incorporate these sword into your first melee attack. Swords don't get additional bonus to damage and their damage dice is reduced to 1d4.

Karmic Revelation

Prequisite: 9th level, Dao of Karma
Using karma you can manipulate people, as an action you may connect up to 5 willing creatures with allowing them to telepathically communicate with each other as long as they are in the same plane of existence. They are also able to sense directions where they are located. Using this Technique again removes the previous connection.

My Will is Eternal!

Prequisite: 12th level, doesn't have My Fate is The Aeon!
When you regain hit points you can choose the maximum value instead of rolling the dice. And resurrecting you doesn't consume any material components, but you still have to provide them.

My Fate is the Aeon!

Prequisite: 12th level, doesn't have My Will is Eternal!
Whenever you are reduced to 0 hit points you are always automatically stabilized and will wake up after the combat ends.

Additionally once per long rest when you are brought down to 0 hit points you may spend your hit dices to regain hit points and wake up on the beginning of your next turn.

Seven God Steps

Prequisite: 17th level
If you have not moved last turn, you gain additional 10ft. of movement.

If you move 40ft. in a straight line, in one turn you may make a special unarmed strike as action. This unarmed strike deals 7d12 radiant damage. After making this strike you end your turn. For the next 10 minutes your leg muscles are sore and you can't take a dash action and your movement speed is reduced to 20ft. and you can't increase it by any means.

Wishful Star Magic

Prequisite: 17th level, Dao of Karma
Once per long rest you may cast a wish spell, it still consumes Ki.

Fleshly Sanctification

Prequisite: 17th level, Dao of Blood
Your body becomes perfect rejecting every impurity. You're immune to being poisoned, petrified, paralyzed, deafened, blinded and stunned.

You also gain temporary hitpoints equal to your Wistom Modifier at the beginning of your turn. Once per long rest you may use your action to change this ability so it heals you for 1d10 + your constitution modifier at the beginning of your turn for the next 1 minute.

God Slaying Blade

Prequisite: 17th level, Dao of Sword
By infusing your swords with ki, every sword that you wield is now a +3 weapon and it's damage type is changed to force damage.

I Know Myriad of Techniques

Prequisite: 20th level
By studying the flow of your Ki, you've mastered the ability to control your inner self. By sacrifing number of the techniques you can use at one moment you can now change techniques you know by meditating for 8 hours, but you can only use 6 techniques at the same time, including this one.

 

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