[Class] - Cultivator Class Murim-In V1

by LeDanny

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The Cutlivator

By LeDanny, TrueVikingKing, and Jonjonwazup

D&D 5e Class

In progress - needs to be playtested.

Inspirations:

Gosu (The Master)

Chronicles of Heavenly Demon

Volcanic Age

Mujang

Legend of the Northern Blade

Undefeatable Swordsman

Cultivator

Maintaining a calm, slow, steady stride. Appearing as a torrent of malevolent Energy. Tougher than Iron, as nimble as a cat, and monstrously physical and keen. The lone cultivator approaches his adversary. The two, on stage for all to see begin their trial, and use earth shattering blows filled with Ki to try to bring each other down. After the duel, the victor finds a secluded area to absorb his opponent's Ki, in order to build his own foundation.

A distant mountaintop, an old man sits with legs criss-cross. Taking a deep breath, an old man pulls in the universe. Reality begins to shake and follow his will.

A man fights a young dragon barehanded, and the force of his movements leaves craters where the dragon's leaves scratches.

A woman in the forest hunts a group of necromancers, canceling their spells and impaling them with icy spears.

Whatever their discipline, cultivators are united in their ability to store Ki as latent energy that flows in their bodies. Whether channeled as a striking display of combat prowess, superhuman feats of strength and speed, or using it to do miraculous things, this energy, Ki, infuses all that a cultivator does.

Ki

Cultivators make careful study of energy that most monastic traditions call Ki. This energy is an element of the magic that suffuses the multiverse, specifically, the element that flows through living bodies as a manifestation of human will. It has natural antimagical properties, and Cultivators develop this in themselves to exceed their bodies’ physical capabilities, unleash devastating attacks, to influence others bodies', and even reality itself.

Training and Asceticism

Where monks learn to use their own Ki to activate the latent Ki in the world, Cultivators take their own Ki to its limits, by using their own Ki to battle itself, purify itself, and expand. Monks who try to learn the arts of cultivators often run into the issue that their Ki is connected to the universe more than it is connected to them, and often have a harder time making their Ki respond. Cultivators naturally have better control because the Ki they primarily use is their own, or is converted into their own. Cultivators, unlike monks, take much more time to replenish Ki that they have expended, but are able to store more Ki.

Some cultivators live entirely apart from the surrounding population, secluded from anything that might impede their cultivation progress. Some cultivators revel in battle and search to train their techniques to the peak of efficiency. Regardless, most cultivators search for power with which they can change what they feel is their destiny, to make their own way.

A Cultivator who leaves their sect or school often undergoes a harsh transition into an unstructured life, and usually balances this new freedom with daily practice. The focus and philosophy of building up your body to become immortal often leads to a life of aestheticism, but many cultivators have no such desire to lead that life.

Creating a Cultivator

As you make your Cultivator, think about why you want more power and what you will exert your will for. Think about the sect, school, or master you learned your initial skills from. Ask also: why did you leave your sect or decide to go wandering in the world? The discipline to hone oneself to this extent often makes cultivators lawful.

Quick Build

You can make a cultivator quickly by following these suggestions. First, choose a race that helps with Charisma, intelligence, or wisdom (Half Elves are great). Get two of these scores to be 16. Choose a Ki body which makes the other ability mental ability score a 16 as well. Choose Dexterity or Strength to try to get to 12 at most. Take a custom background with a couple of the flavor skills or tools you would like to have and use.

Multiclass Requirement

14 in Intelligence, Wisdom, and Charisma.

Class Features

As a Cultivator, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per Cultivator level
  • Hit Points at 1st Level: 8 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution Modifier per Cultivator Level after 1st Level.

Proficiencies


  • Armor: none
  • Weapons: improvised weapons
  • Tools: none

  • Saving Throws: Constitution, Wisdom
  • Skills: 2 of your choice.

Equipment

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

  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If proficient with a weapon or shield because of your fighting style, gain one weapon that matches your proficiency or a shield.
Cultivator
Level Proficiency Bonus Body Refinement Die (Unarmed Damage Die) Ki Points Movement Bonus Class Abilities
1st +2 1d4 10 +5ft Cultivation, Ki Body, Movement Technique, Fighting Style
2nd +2 1d4 15 +5ft Body Improvement 1, Aura, Silencing Strike, Sudden Strike
3rd +2 1d4 15 +5ft Heightened Reflexes, Soft Step, Ki Body Improvement 1
4th +2 1d6 20 +5ft Body Refinement 1
5th +3 1d6 20 +5ft Extra Attack
6th +3 1d6 25 +5ft Self Arts 1
7th +3 1d6 25 +5ft Elusive, Resistant Mind
8th +3 1d6 30 +10ft Body Refinement 2
9th +4 1d8 30 +10ft Ki Body Improvement 2
10th +4 1d8 35 +10ft Self Arts 2, Body Improvement 2
11th +4 1d8 35 +10ft Sound Body, Force of Will
12th +4 1d8 40 +10ft Body Refinement 3
13th +5 1d8 40 +10ft Ki Body Improvement 3
14th +5 1d10 45 +10ft Self Arts 3
15th +5 1d10 45 +10ft Dominant Will
16th +5 1d10 50 +15ft Body Refinement 4
17th +6 1d10 50 +15ft Ki Calling
18th +6 1d10 55 +15ft Self Arts 4, Body Improvement 3
19th +6 1d12 55 +15ft Body Completion
20th +6 1d12 60 +20ft Ascension

Cultivation

At 1st level, you have attuned yourself with Ki. This attunement makes your understanding of it and wisdom in its use critical to your survival. You gain a pool of Ki points. You can spend these points to fuel various Ki features, which do not count as magic, as long as Ki is used in the ability. When you spend a Ki point, it is unavailable until you finish a long rest, at the end of which you draw all of your expended Ki back into yourself. You must spend at least 6 hours of the rest meditating to regain your Ki points. If you have 0 Ki left, you lose the benefits of certain class features. Many 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 Charisma modifier + your Intelligence modifier.


During each turn of combat, you can only use a certain amount of Ki points:


Ki usage per turn: when you use ki, the maximum amount of ki points you can use in a turn is equal to your wisdom modifier + your charisma modifier.

Body Refinement

Beginning at 1st level, you start to train your body to become strong by reinforcing it with Ki. You gain an additional 2 points in your strength, constitution, and dexterity scores at levels 4, 8, 12, and 16.


Beginning at 1st level, while you are wearing no armor and not wielding a weapon or shield you aren't proficient in, your AC is calculated as such:


Unarmored AC = 11 + your Dexterity modifier + your Charisma Modifier.


You also gain the following benefits as long as you have Ki points:

  • Your Movement Speed increases according to the Cultivator table, leveling up at level 1, 8, and 16.
  • You gain a climb and swim speed the same as your movement speed.
  • You can run across water and up walls during your turn without falling.

While you still have at least 1 Ki, your attacks are Ki-Fueled. You deal damage equal to your body refinement Die. Ki fueled attacks gain the following benefits:

  • Ki Fueled attacks are considered Magical for the purpose of overcoming magical resistance.
  • Add your Dexterity and Charisma modifier to your attack rolls.
  • Add your strength and intelligence modifiers to your damage rolls

Ki Body

When you were born, you gained a specific type of Ki nature. (This is your subclass.) Choose this At level 1.

Choose one body which fundamentally shapes how you use your Ki. These are detailed after the class features. Your body grants additional features and abilities at levels 3, 9, and 13. The choices available to you are detailed after the main class features.

Fighting Style

At 1st level, you gain a fighting style from the list below. Whatever style you choose, you can use Ki through them. For example, if you throw a knife or shoot an arrow, you activate Ki abilities against enemies from wherever the arrow or dagger lands.

If you choose any more fighting styles through Self Arts, you choose them from this table. If you choose a fighting style for a ranged weapon, you must spend 1 Ki to be able to infuse ammunition.

When you infuse ammunition, you can use Ki abilities through it, provided that the Ki ability doesn't require a melee attack. You use your body refinement die for damage.

Cultivator Fighting Styles

Name Effect
Thrown weapons You gain proficiency with thrown weapons except for javelins, spears, and tridents. You can draw and throw a weapon as part of the same attack. You do not suffer disadvantage from attacking enemies within 5 ft of you. You lose 2 damage per attack when you use this weapon.
Archery You gain proficiency with Longbows. You lose 2 to hit and gain 4 to damage per attack when you use this weapon.
Close Quarters Shooting You gain proficiency with shortbows, and do not suffer disadvantage from attacking enemies within 5ft of you. You lose 1 damage per attack when you use this weapon.
Spearman You gain proficiency with glaives, spears, and pikes, and your melee attacks and Ki effects have an extra 5ft of range. You lose 1 to damage per attack when you use this weapon.
Defense You gain proficiency with shields, and can use them without messing up unarmored Movement. You lose 2 damage per attack when you use this weapon.
Two Weapon Fighter You gain proficiency with shortswords and can duel wield them and retain proficiency and ability modifier bonuses on both. You lose 2 damage on each attack.
Unarmed You gain proficiency in unarmed fighting. You can grapple as a bonus action.
Great Weapon Fighter You gain proficiency with greatswords and greataxes. You lose 2 to hit, but can reroll damage dice when they land on a 1 when you use this weapon. You must take the rerolled die's damage number.
Duelist You gain proficiency with Swords as long as they can only be used with 1 hand. You gain 1 to hit, but lose 2 to damage on every attack when you use this weapon.
Swordsman You gain proficiency with longswords. You lose 1 to hit, but gain 2 damage on attacks made when you use this weapon.
Dagger Works You gain proficiency with daggers. You gain 4 damage against enemies with no penalty to hit against enemies who are unaware of your presence, but once they do become aware, you lose 2 to hit. These effects apply whenever you make an attack while using this weapon.

Movement Technique

At Level 1, you gain a movement technique which costs 1 Ki and allows you to perform one of the actions on the table below as a bonus action.

Movement Techniques
Technique Bonus Action
Springing Step Disengage
Quickened Step Dash
Shadow Step Hide
Defensive Stance Dodge
Quickened Hand Help

Sudden Strike

At 2nd level, you can spend 2 Ki to jump up to 25 ft in one direction without it counting as part of your movement. It does end your movement for the turn though. An attack made right after this jump has advantage, and deals an extra Body Refinment damage die. You do not have to jump the full distance, but do need to move at least 5 ft to or away from your target. You do not proc opportunity if you use this feature to get away.

Silencing Strike

At 2nd level, you can spend 2 Ki on an attack which does an extra body refinement die damage, and if the attack is successful, the target must make a CON save. If the target fails, they cannot speak or cast spells that have verbal components for 2 turns. This attack often targets throats.

Aura

At 2nd level, you have learned how to exude the Ki you have collected. For 2 Ki, you can project your aura at will for 1 minute. When your aura is projected, it can be targeted at a single individual within 40 feet of you, or make a sphere around you with a radius of 10 feet. During this time, you have advantage on Intimidation, Persuasion, deception, and insight checks on creatures you designate who are within your aura and fail a CHA save.

Body Improvement

At level 2, you gain the ability to adjust your body to have special qualities as long as you have 1 Ki point. You can change the qualities your body has after a short rest. At level 1, you can have 1 improvement. You gain the ability to have 1 more improvement simultaneously at level 10 and level 18. Choose from the table on this page:

Body Improvements
Name Effect
Heightened Senses Gain advantage on perception checks.
Resistance Gain resistance to a damage type you can deal.
Silent Body Your body produces no sound.
Quickened Mind Gain advantage on investigation checks.
Galloping Step Gain +10ft speed on all movements.
Unfailing Sight You can see through magical and non-magical Darkness as normal.

Heightened Reflexes

At level 3, you can catch ammunition or thrown weapons targeted at you out of the air as a free reaction to quarter their damage, and upon spending 1 Ki, send them back. This only works if you have at least 1 Ki.

Soft Step

At Level 3, you are able to survive falls that would kill others outright. You only take 1/4th of the damage from falling. This only works if you have at least 1 Ki. You can take no fall damage if you spend 1 Ki point.

Extra Attack

At level 5, you can make one additional attack whenever you take the attack action on your turn. This works for any Ki consuming ability as well. You can only make this extra attack if you have at least 1 Ki in your Ki Pool. (It does not require Ki to use).

Self Arts

At level 6, choose arts which give you new Ki techniques or bonuses. You are allowed either one art which requires 3 Ki, one art that requires 2 Ki and 1 that requires 1 Ki, or 3 arts that require 1 Ki. You get to choose more self arts in this same manner at levels 10, 14 and 18.

Elusive

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. You gain the benefits of this class feature as long as you have at least 1 Ki point.

Resistant Mind

Starting at level 7, your Ki can protect your mind from others. You can use 2 Ki to nullify any attempts to charm, frighten, or otherwise mind control you as a bonus action.

Force of Will

At Level 11, you become able to use your Ki in dire situations to do the impossible. Whenever you make a strength, dexterity, or constitution saving throw or ability check, you can spend 2 Ki to add your Wisdom, Charisma, or Intelligence Modifier to the roll as well if the roll doesn't succeed. Your Ki has become purified to the point where it deals a more refined type of damage. Your Ki can deal force damage now.

Sound Body

At 11th level, your mastery of the Ki flowing through you makes you immune to disease. You no longer age or require food and water. You only benefit from this as long as you have at least 1 Ki point.

Dominant Will

At 15th level, you learn to use Ki to nullify others' magic. You are able to cast antimagic field as a reaction or bonus action. Antimagic field does not effect your Ki abilities. Spend 4 Ki to do this.

Ki Calling

At 17th Level, you gain the ability to go an extra mile. On a short rest, regain Ki equal to your CON and CHA modifiers, this can be done 1x after a long rest.

Body Completion

At 19th level, gain proficiency in Charisma or Intelligence saving throws.

Ascendant Way

At 20th level, Ki abilities that have a cost of only 1 Ki no longer require Ki to use.

Ki Bodies:

Celestial Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal Radiant damage with your attacks
  • Gain proficiency in Medicine
  • Your Charisma score goes up by 2 points

Heavenly Armor

Starting at level 3, You are able to form your Ki into floating shards which stop attacks. Spend 2 Ki to add 2 to your AC for 4 turns.

Ricochet

Starting at level 9, if an enemy is within 5ft of another enemy when you silencing strike, you can impose the effects on the first enemy if they fail the con save, and then also apply the damage on the second enemy.

Peaceful Respite

Starting at level 13, Spend 2 Ki to solidify your aura into a 10 foot radius sphere barrier around you in combat that heals 1d8 to everyone in it every other turn. After the first two turns, you can continue to spend Ki to keep the shield up, 1 Ki per round, for free. It has 60 hp, and an AC of 18. Spells and other attacks cannot be cast or shot through the shield, but allies can pass through it.

Demonic Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal Necrotic damage with your attacks
  • Gain proficiency in Survival
  • Your Intelligence score goes up by 2 points

Drain

Starting at level 3, when you strike an enemy in melee, as long as you have a free hand, you can attempt to grab them, drain 1 Ki from them, and deal 1 body refinement die damage as part of your attack. This only works on Living creatures. They must make a CON save and a CHA save to have no effects dealt to them. If they make the CHA save, no Ki is obtained. If they make a CON save, you do not deal an extra 1d6 to that attack.

Wither

Starting at level 9, if you succeed on landing a silencing strike, you can use 1 more Ki to force them to make a CHA save: If they fail, their maximum hp is reduced for an hour by the amount of damage done on the silencing strike.

Paralyzing Gaze

Starting at level 13, you can spend 2 Ki to cast Hold Person or Hold Monster on something within your Aura when it is activated. Adding more Ki increases the DC. You can spend your turn's Ki limit on this ability.

Phoenix Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal Fire damage with your attacks
  • Gain proficiency in Performance
  • Your Charisma score goes up by 2 points

Rejuvenate

Starting at level 3, you can spend 2 Ki to roll two damage die and regain that in health. This is done as a bonus action, and can be done a number of times per long rest equal to your wisdom modifier.

Melting Point

Starting at level 9, you can spend 1 extra Ki when you succeed on a silencing strike to force this effect instead of stopping them from speaking. The effect only works on a failed DEX Save. If the target fails the DEX save, you reduce their AC by 1 point for the rest of Combat. After succeeding, if you attempt this again on the same enemy, they will have advantage on their DEX save.

Arena

Starting at level 13, you can spend 2 Ki when you have your aura activated to make a barrier of flame surrounding a target. It can be done as a sphere shape with the radius of your aura, or as a shape around a targeted enemy within the aura targeting range. Enemies that attempt to go through the Arena take 4 body refinement die fire damage. This arena lasts until the start of your next turn. If enemies are on the border of where the arena will form, they make a DEX save to see if they escape it.

Yin Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal Cold damage with your attacks
  • Gain proficiency in Arcana
  • Your Intelligence score goes up by 2 points

Frozen Grasp

Starting at 3rd level, you can use Ki to lock down an enemy or two as an action or a bonus action. Using this as an action lets you target 2 enemies and doesn't require an attack roll. Bonus action only targets 1 enemy, but you can use this with an attack and deal damage. You spend 2 Ki to use this ability. The Enemies must make a CHA save or suffer from the restrained effect until the end of your next turn.

Icy Grenade

Starting at 9th level, on a silencing strike, you can upgrade the strike using another 2 Ki. Upgrading the strike means that enemies in a 10ft radius must make a DEX save. If they fail, An explosion goes off which deals 2 body refinement die cold damage. If they succeed, they take half damage. Only targets you choose in the radius are eligible to receive damage. You can increase the damage my spending more Ki on this ability, 1 Ki to add 1 die.

Flash Freeze

Starting at Level 13, when you have your Aura activated, you can spend 2 additional Ki to make all the enemies in the sphere version of your aura suffer the effects of frozen grasp. If you target one enemy, you can paralyze them until the end of your next turn

Shadow Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal psychic damage with your attacks
  • Gain proficiency in stealth
  • Your Wisdom score goes up by 2 points

Shadow Self

Starting at 3rd level, you can spend 2 Ki to make an illusion of yourself appear in combat. When enemies attack you, they have to roll to determine if they hit you or the clone when they attack. Your clone's AC is equal to 10 + your intelligence and Charisma modifiers. If they hit your Clone, the clone dissipates. The clone will last up to ten minutes, or until you dispel it.

Surprising Attack

Starting at 9th level, if you use silencing strike on an enemy who is unaware of your presence, they gain disadvantage on the CON save. If you succeed on a silencing strike, spend 1 Ki to deal another body refinement die damage. Add more 1 more body refinement die per additional Ki spent.

Mirror World

Starting at 13th level, if your aura is active, you can use 2 Ki to have 3 shadow selves active, and attacks on you from within your aura are made with disadvantage.

Corrosive Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal Acid damage with your attacks
  • Gain proficiency in survival
  • Your Wisdom score goes up by 2 points

Ki Trap

Starting at 3rd level, you can spend 2 Ki to imbue an object with Ki that you can resonate with at will to activate. You can have a number of imbued objects equal to your wisdom modifier that don't lose imbuement until activated. It takes 15 minutes - (your charisma + intelligence modifier) to imbue an object. Activation of this trap makes it so that in a 5 ft radius, creatures are stunned for 1 round and if they fail a CHA saving throw, and they are then restrained for the next 2 rounds unless they make a strength saving throw. Anything can technically be imbued, and these are activated as a bonus action, and can be drawn out of your supplies freely.

Silent Torture

When you reach 9th level, on a successful silencing strike, spend 2 Ki to force a Dex save. if the enemy fails this DEX save, they are dealt 2 body refinement die damage every turn for the next 3 turns.

Corrosive Cloud

Starting at 13th level, if your aura is activated, you can spend 3 Ki to deal body refinement die damage per round to everyone (including allies) within the aura. If they are at the edge of the aura area, creatures make a DEX save to jump out of it. If you make your aura single target, it deals 3 body refinement die damage per turn. This effect lasts for 3 turns.

Resonant Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal Thunder damage with your attacks
  • Gain proficiency in performance
  • Your Charisma score goes up by 2 points

Thunderous Call

Starting at 3rd level, you can spend 2 Ki and each creature within 40 feet of you that can see you must succeed on a WIS save or be Taunted by you for 2 turns. Taunted enemies have to make their next attacks against you or have disadvantage on attacks against anything else. Invest more Ki to boost the DC by 1 points / 1Ki.

Resonant Strike

Starting at 9th level, if you succeed on a silencing strike as the first attack on your turn, and the enemy becomes silenced, you can spend 2 Ki to make the enemy make a DEX save. If they fail, you launch another attack on them which is an auto critical and counts as the second attack for your attack action.

Thunderous Gale

Starting at 13th level, when you have activated Thunderous Call, you can Activate your aura to push enemies outside of its area. If you use the single target aura, you can push a single enemy up to the full range of your aura's extent.

True Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal piercing or slashing damage with your attacks
  • Gain proficiency in Sleight of Hand
  • Your Wisdom score goes up by 2 points

Smashing Strike

Starting at level 3, you can spend 1 Ki at the end of your turn which consumes your reaction. Until your next turn, you must maintain concentration. If you are attacked, you must make a CON save or this strike is interrupted. On your next turn, your first attack deals an extra 4 damage die. Alternatively, you can spend 2 Ki to deal an additional 2 damage die on your next attack.

Forceful Wave

Starting at level 9, when you make a Sudden strike, you can spend 2 Ki on a cone attack that deals your attack damage in a 20 ft Cone. It also pushes the targeted enemy back 30ft if that one target fails a STR save. If the targeted enemy runs into a wall, or obstacle, they take double damage. If they run into another enemy, both enemies take another body refinement die's damage.

Gravity Well

Starting at 13th level, when you have your aura activated, and you activate the 1 Ki version of smashing strike, spend another 2 Ki to force a CHA save on any creature in or that comes into the area of your aura. If they fail the CHA save, they are restrained. If you focus your aura on one target, the effect they receive is paralysis.

Electric Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal Lightning damage with your attacks
  • Gain proficiency in Sleight of Hand
  • Your Charisma score goes up by 2 points

Adrenaline

Starting at 3rd level, you can use your Ki to force your body to go into overdrive. Spend 2 Ki to gain an extra body refinement die on each of your attacks for 4 turns and half the damage of the next attack you take.

Double Take

Starting at 9th level, when you make a successful sudden strike in melee as your first attack action, you can move past your target by 10 feet, and automatically make another sudden strike at the same target or a different one if.

Moon Wheel

Starting at 13th level, when your aura is active, you can spend 2 Ki to make an attack. If your aura is shaped as a sphere, this attack deals 3 body refinement die's damage to every enemy around you. If they make a DEX save, they take half damage, but are forced prone. If your aura is single target, you deal 5 body refinement die of damage if they fail a CON save. If they succeed this CON save, they only take half damage.


Benevolent Ki table
d8 Number Effect
1 Gain inspiration = 1 body refinement die.
2 Grants +2 AC until the beginning of your next turn.
3 heal for 2 body refinement die.
4 gain 1 body refinement die in temp hp.
5 Gain advantage on next attack.
6 Lose 1 hp.
7 Gain advantage on saving throws until the end of next turn.
8 Gain an extra action on next turn.

Alchemical Body

Gain the following benefits and the features listed after this when you level up to the correct level:

  • You can deal Poison damage with your attacks
  • Gain proficiency in Medicine
  • Your Intelligence score goes up by 2 points

Wild Ki

Starting at 3rd level, you can spend 1 Ki on an action which grants an effect to an ally or an enemy. You choose whether to roll on the Benevolent Ki Table or Malevolent Ki table based on this. When out of combat, you can make any of the effects happen for no Ki if you take 1 minute to complete the action. Creatures have to be willing to accept the effects or make a CHA save.

Sensory Overload

Starting at level 9, when You use Silencing strike, you can spend 2 more Ki to force them to make 2 CHA saves as well. The first save is to see if you blind them, and the second is for deafening them.

Zone of Duality

Starting at level 13, when your aura is active, if you use Wild Ki, you can filter out 1 effect of either table when you roll for the effects. If you roll the number of the filtered out item, you use your most desired effect from the table.


Malevolent Ki table
d8 Number Effect
1 Have a body refinement die subtracted from next roll (attack or saving throw.)
2 -2 AC until the end of the cultivator's next turn.
3 Become restrained for 1 round.
4 Lose 1 body refinement die in hp.
5 Disadvantage on attack rolls for 1 turn.
6 Heal 1 hp.
7 Disadvantage on saving throws for 1 turn.
8 Paralyzed for 1 turn, but ends as soon as attacked.

Self Arts

You choose arts to amount to a total of 3 selection points. You can choose each of these arts at most 1 time unless the art specifies otherwise.

Lesser Arts

Each of these Arts amounts to 1 point in the Self Arts selection points pool.

Extended Aura

The sphere form of your aura gains an additional 10ft in range.

Targeted Aura

The range of your single target aura has an additional 20ft.

Split Aura

Your single target aura can include 2 targets. The max range from you for either target is 30 ft.

Sensing Aura

You learn to use Ki to see with your whole body. When you use your aura, you become aware of hidden enemies' locations, and to not suffer disadvantage from attacking them as long as your aura is up.

Cultivator Fighting style

Choose another fighting style from the cultivator fighting styles. You can choose this art multiple times. You cannot choose a single fighting style twice.

Skilled

Gain proficiency in either a skill, 2 tools, or 2 languages of choice. You can choose this art multiple times.

Shielding

Your Ki allows you to reduce damage. You are able to use 1 Ki point for a reaction that reduces damage by your body refinement die + your charisma modifier + your wisdom modifier + your intelligence modifier on yourself or others. The range is 30 ft.

Purge

Spend 1 Ki to remove a curse or end a status effect that is effecting a target you touch as a bonus action.

Misty Stride

You can spend 1 Ki to teleport to darkness you can see within 60 ft.

Cultivator's Reach

Spend 1 Ki to cast Mage hand. This mage hand is invisible.

Delusory Wave

Spend 1 Ki to cast Minor Illusion as a bonus action.

Feint

If a strike misses, you can spend 1 Ki to make your next attack against that enemy have advantage.

Complex Footwork

Gain another cultivator movement technique. You can choose this art multiple times.

Shifting Faces

You can spend 1 Ki to cast the disguise self spell.

Tangible Light

Spend 1 Ki to cast the dancing lights cantrip at will.

Minor Telepathy

Spend 1 Ki to cast the Message Cantrip at will.

Deflect

Spend 1 Ki as a reaction to being hit with a melee strike to reduce that damage by 2 body refinement die, and deal that damage to a different enemy within range.

Disorient

Spend 1 Ki before an attack to also attempt to stun an enemy on a failed CHA save.

Quick Strike

Spend 1 Ki to use your bonus action to make another attack.


Greater Arts

Each of these Arts amounts to 2 points in the Self Arts selection points pool.

Cloud Step

You are able to use your Ki to fly. You spend 2 Ki to fly for up to ten minutes.

Spatial Knowledge

Spend 2 Ki to cast The alarm spell at will.

Arcane Awareness

Spend 2 Ki to cast Detect magic at will.

Absorb

You can spend 2 Ki as a bonus action so that on your next two successful attacks, your overall damage from attacks is returned to you in hit points.

Molded Shadow

You can spend 2 Ki to make and shape magical darkness as a bonus action. You can shape this darkness as you desire, up to the extent that the maximum volume it can have is 40 cubic feet.

Enhancement

You can spend 2 Ki to up an ability score of choice by 2 for 5 turns.

Ki Brand

You spend 2 Ki points to add 1d6 damage per strike to a single target, for 1 hour. You can use this bonus action a number of times a day equal to your wisdom modifier. At level 11, this increases to be 2d6 damage.

Barrier

You have learned to make a wall or sphere using 2 Ki. This wall lasts for 10 minutes, until it is broken, or until you extract the Ki from it. It has an AC= 12 + your Intelligence modifier, and health equal to 25 + your intelligence modifier + your Charisma modifier. If you spawn it in the location of an enemy, they must make a dexterity save or take 1d6 + your intelligence modifier + your charisma modifier damage. It can form a Dome with a 10 ft radius, or a wall with 4ftx25ft, 5ftx20ft, or 10ftx10ft surface area.

Launch

Spend 2 Ki to cast the catapult spell as a bonus action.

Piercing Strike

Spend 2 Ki to make an attack that reaches out 30ft from the point of contact in a straight line, and deals your normal damage to all those in the way, and deals another body refinement die's damage.

Half Moon

Spend 2 Ki to make a semicircular attack from the point of contact that has a range of 10 ft, and deals another body refinement die's damage.

Shimmering Form

Spend 2 Ki to make yourself invisible for up to 1 hour or until you dispel it. Anything you are wearing or carrying becomes invisible as well. If you attack using a weapon, your fists, or a spell, the invisibility ends.

Swirling Face

You can spend 2 Ki to cast the Alter Self Spell as a bonus action.

Apparition

You can spend 2 Ki to cast the Blur Spell as a bonus action.

Major Delusion

You can spend 2 Ki to cast the Silent Image spell as a bonus action.

Telepathy

Spend 2 Ki to cast the Sending spell at will.

Banshee's Scream

Spend 2 Ki to make a breath attack that does an extra body refinement die in damage in a 15ft cone from your mouth.

Ki Smite

Spend 2 Ki to add an extra 1 body refinement die's worth of damage to a successful attack. Add 1 more body refinement die per Ki spent.

Legendary Arts

Each of these Arts amounts to 3 points in the Self Arts selection points pool.

Telekinesis

Spend 3 Ki to cast the Telekinesis spell, but the range is halved.

Ki Spear

Spend 3 Ki to make a ranged attack that deals 4 body refinement dies' worth of damage, at a maximum range of 120ft.

Anti Magic

Spend 3 Ki to cast Dispel Magic as a bonus action.

Spell Rejection

Spend 3 Ki to cast Counterspell.

Invigorate

For 3 Ki, you can use your action to cast Enhancement on a number of people equal to half your wisdom modifier rounded down. These people must be within 40 feet of you. (This requires that you have the enhancement ability)

Mind Control

You are able to influence creatures through your Ki. Spend 3 Ki points as an your action to attempt to mind control a target for 2 hours. Additional Ki ups the DC and adds an hour to the time controlled. The target must make a Wisdom Saving throw or it will be mind controlled. If it makes a 18 or higher on its base roll, it knows there was a mind control attempt and has advantage on additional saving throws against mind control.

Vital Ki

Roll 2 body refinement die, lose that in health, and gain half of it rounded down in Ki.

Enraged Attack

Roll 2 body refinement die, lose that in health, and deal 3 body refinement dies' worth of damage extra on your next attack.

Ability Score Improvement

You gain 2 points which you can assign to ability scores to a maximum of 20 in a single score. Alternatively, you can obtain a feat. You can choose this art multiple times.

Elemental Purity

Choose one damage type that your Ki can deal, and have that damage type ignore resistance to it, and deal half damage if a creature is immune to it. You can choose this art multiple times, but not on the same element.

Body of Immunity

Choose one damage type to be immune to. You can choose this art multiple times.

Thousand Eyes

Add your Wisdom modifier to your Unarmored AC calculations.

Brutal Precision

You critical hit when you roll a 19 or 20.

Wisened Strikes

Add your wisdom modifier to your damage bonuses.

Surge Body

Add your Constitution modifier to the calculation for the maximum amount of Ki you can use in a turn.

Arts Mastery

Choose 2 arts you know and reduce their Ki cost by 1 permanently. You can choose this art multiple times.

Amplified Weakness

When enemies are restrained, stunned, paralyzed, or unconscious, you deal an extra 1 body refinement die in damage per strike.

Unmatched Attunement

Add your Wisdom modifier to the calculation of your Ki save DC.

Unmatched Skill

You can gain expertise in two skills or tools of choice that you have proficiency in.

 

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