TEXT: Book of Ki
  Book of Ki
   
   
  Create martial characters who use ki to power acrobatic maneuvers and
  Create martial characters who use ki to power acrobatic maneuvers and
  diverse combat styles.
  diverse combat styles.
  
  Book of Ki
  1
  
  Credits and Legal Information
   
  Credits
  Lead Designer: Jorge Carvajal
  Designer: Geiner Fonseca
  Development: Jorge Carvajal, Geiner Fonseca
   
  Editor: Jorge Carvajal
  Additional Editing: Geiner Fonseca
   
  Project Management: Geiner Fonseca
   
  Art Director: Jorge Carvajal
  Art Credits
  Aaron Lee Andrew Krahnke, David Lewis Johnson, Earl
  Geier, Joyce Maureira, Luigi Castellani, Miguel Santos, Nate
  Furman, Gary Dupuis, Leslie Ng Zhong Han, David Revoy,
  Aaron Lee, Christof Grobelski, Tan Ho Sim, Nicole Cardiff,
  Dean Spencer, Jeshields, drbjr, Inna Vjuzhanina.
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten 
  Realms, 
  the 
  dragon 
  ampersand, 
  Player’s
  Handbook, Monster Manual, Dungeon Master’s Guide, D&D
  Adventurers League, all other Wizards of the Coast product
  names, and their respective logos are trademarks of Wizards
  of the Coast in the USA and other countries. All characters
  and their distinctive likenesses are property of Wizards of the
  Coast. This material is protected under the copyright laws of
  the United States of America. Any reproduction or
  unauthorized use of the material or artwork contained herein
  is prohibited without the express written permission of
  Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton,
  WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
  Emile-Boéchat 31, 2800 Delémont, CH. Represented by
  Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
  Middlesex, UB11 1ET, UK.
  On the Cover
   
  Art by drbjr
   
   
   
   
  On the Back Cover
  Art by Christof Grobelski
  
  Contents
  Introduction                                         5
  Chapter 1:
  Races                                                        6
  Apekin..........................................................................................7
  Spiritfolk......................................................................................8
  Chapter 2:  
  Classes                                                     9
  Barbarian Path.........................................................................10
  Sohei....................................................................................10
  Monastic Traditions.................................................................11
  Way of the Pure Energy....................................................11
  Way of the Great Demon Monkey..................................12
  Fighter Archetype....................................................................13
  Weapon Mystic...................................................................13
  Rogue Archetype......................................................................14
  Void Ninja............................................................................14
  Chapter 3: Character
  Options                                                  15
  Character Details.....................................................................16
  Height and Weight.............................................................16
  Background...............................................................................16
  Wanderer.............................................................................16
  Feats............................................................................................17
  Apekin Learning.................................................................17
  Dragon Style.......................................................................17
  Great Ki Reserve................................................................17
  Guard Crush.......................................................................17
  Natural Ki Prodigy.............................................................17
  Non-Human Lineage.........................................................17
  Powerful Aura....................................................................17
  Style Training.....................................................................17
  Tail Training........................................................................17
  Weapons....................................................................................18
  Special Weapons...............................................................18
  Magic Items........................................................................18
  Chapter 4:
  Ki                                                             19
  Ki Styles and Techniques.......................................................20
  Using a Technique.............................................................20
  Ki Styles.....................................................................................21
  Style Descriptions....................................................................21
  Ki Basics..............................................................................34
  
  Introduction
  It has been more than 10 years since the original Book of Ki
  was published. Since then, Dungeons & Dragons and
  roleplaying as a whole have undergone several important
  changes. This only meant that the time was ripe for a review.
  Back 2005, D&D 3.5 was all the hype, and rules abounded.
  Complex was king. Today, simple rules are taking over, and
  the best roleplaying game features its simplest ruleset.
  The idea behind writing the Book of Ki was to supply
  players and Game Masters alike with the tools needed to run
  a campaign where characters could accomplish the
  extraordinary feats we so frequently see in Chinese martial
  arts movies, anime, manga, and videogames. The first Street
  Fighter game was released in 1987, before D&D’s first big
  update: Advanced Dungeons & Dragons 2nd Edition, the first
  book to acknowledge the monk as a standard playable class.
  And yet, while martial artists in videogames and other media
  routinely threw fireballs out of their hands and defied physics
  with their acrobatic stunts, it wasn’t until much later when
  monks (and other character classes) first could get their
  hands on some ki, albeit at a disadvantage when compared to
  their non-roleplaying counterparts.
  The Book of Ki is still a necessity today. Roleplaying games
  have advanced in great strides and yet, there is still a gap to
  be filled between what characters in Chinese wushu and
  Japanese budou media can do. Like many roleplayers, I find
  myself inspired again and again by diverse media when giving
  life to my characters, and many times, inspiration strikes
  from the eastern cultures. The transition is not without
  friction. Well weep no more. The new Book of Ki has come to
  bridge that gap and unleash the power of ki to the heights it
  deserves, and with all the simplicity and elegance the
  Dungeons & Dragons 5th edition rules demand.
  Thus I present to you the new Book of Ki, where you will
  find everything you need to bring martial artist characters to
  life. The final chapter of this book contains the styles and
  techniques, the most important weapons in the martial
  character's arsenal. In addition, you will find new races, class
  archetypes, feats, and even backgrounds to help flesh out a
  completely new type of character who wields the power of ki.  
  ~ Jorge Carvajal.
  5
  Introduction
  
  Chapter 1: Races
  Chapter 1: Races
   
   
  6
  PART 1 | RACES
  
  Apekin
  The apekin are a race of monkey-folk. A mysterious
  peopledescended from spirits with the inherent ability to use
  ki.
  Apetite for Combat
  Apekin are active, joyful, and always hungry. They are curious
  and like combat and self-improvement above all things.
  Hatred in an apekin is uncommon although not impossible;
  they tend to appreciate even their worst enemies, as they see
  in them challenges to test their abilities.
  Apekin tend to be honorable; they are disciplined at heart
  and seek ultimate perfection of their mind and body. Apekin
  seek adventure to test their abilities and improve themselves,
  as well as to discover new and exciting foods.
  Hidden in Plain Sight
  Apekin are very similar to humans. As such, they are often
  taken for humans and raised as such in human families while
  others live in the wild. Apekin are robust and have narrow
  eyes. Their hair grows fast, and most of them wear it long.
  Apekin hair is dark, black being the most common. They live
  a little longer than humans, but their appearance does not
  change much as they age.
  Apekin mix with other races very well, as they accept all
  races and are always curious about their abilities. However,
  as they pass as humans in the society, they avoid showing
  their physical superiority in public.
  Apekin are found in human lands, although they usually
  choose to live in the suburbs. They like to live near nature
  and faraway places to train safely without being recognized
  as non-human by the crowds.
  Apekin Names
  Apekin names are usually related to the first food they show
  appreciation for in life.
  Names.: Alfredo, Chayote, Falafel, Jambalaya, Pickle,
  Pistachio, Saffron, Wasabi.
  Apekin Traits
  Apekin share the following traits.
  Ability Score Increase. Your Strength score increases by
  2, and your Charisma score increases by 1.
  Age. Apekin live longer than humans but mature very
  slowly, reaching adulthood at around 30 years old and living
  until they are 180 years old.
  Alignment. Neutral
  Size. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Warrior Lineage: Your unarmed attacks deal 1d4 damage.
  Ki Affinity: Select one ki basic. You know this basic.
  Balancing Tail: You have advantage on Dexterity
  (Acrobatics) checks when maintaning balance on rough
  terrains or situations, such as walking a tightrope.
  Languages. You can speak, read, and write Common and
  Celestial.
  7
  PART 1 | RACES
  
  Spiritfolk
  Spiritfolk are descendants of the the most powerful celestial
  spirits. Most spiritfolk still live in the spirit world, but a few
  reside the physical world to help other creatures or for their
  own purposes.
  Enigmatic and quiet, members of the spiritfolk race often
  tend to think a lot before doing anything, just to make sure
  they are making the right decision.
  Stranger Beings
  Spiritfolk are taller than humans, their skin is covered by
  hide that is usually green, yellow, or red, and they have
  pointed ears. They lack hair in their bodies, have small
  antennae-like horns on their foreheads, and their hands are
  clawed. Spiritfolk are asexual, they reproduce hatching an egg
  within their bodies and then laying it through their mouths.
  Shrouded in Mystery
  Spiritfolk are mysterious beings. And though they are friendly
  towards other creatures, they do not usually reveal their true
  nature and purposes this world. Spiritfolk are most likely
  found outside cities, whether living in the forest, in a high
  mountain, or in a desert.
  Upholding honor and law is usually the spiritfolk way, but
  just like with other spirits, corruption is not unheard of in
  their kin, and dishonorable spiritfolk are sometimes found in
  the material plane.
  Fondness for Music
  Music is the bridge between the spirit world and the physical
  world for a spiritfolk. They find solace in music when they
  feel isolated from their home land.
  Spiritfolk Names
  Spiritfolk names are usually musical in nature.
  Names.: Allegro, Bongo, Crescendo, Cymbal, Koto, Maima,
  Nail, Piano, Ukelele
  Spiritfolk Traits
  Spiritfolk share the following traits.
  Ability Score Increase. Your Wisdom score increases by
  2, and your Strength score increases by 1.
  Age. Spiritfolk can live up to 800 years.
  Alignment. Neutral
  Size. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Draconic Ancestry: You have advantage on saving throws
  against being charmed, and magic can’t put you to sleep.
  Meditation. Spiritfolk don’t need to sleep. Instead, they
  meditate deeply, remaining semiconscious, for 4 hours a day.
  After resting in this way, you gain the same benefit that a
  human does from 8 hours of sleep.
  Keen Senses. You have proficiency in the Perception skill.
  Regeneration. When receiving healing benefits from a
  short rest or an ability such as Second Wind, you heal an
  additional amount of hit points equal to your Wisdom
  modifier (minimum 1).
  Additionally, if you have lost a limb and receive the benefits
  of any type of healing, you can regrow the missing limb after
  5 minutes.
  Languages. You can speak, read, and write Common and
  Draconic.
  8
  PART 1 | RACES
  
  Chapter 2: Classes
  Chapter 2: Classes
  9
  PART 2 | CLASSES
  
  Barbarian Path
  The following are archetypes that use the power of ki to
  empower their own abilities.
  Sohei
  While some use meditative techniques to tap into their inner
  energy, the Sohei train to unleash their ki in the most direct
  way possible: by fighting. Those who survive the intensive
  training become proud members of the Sohei and must
  protect their lands and dojos at all costs.
  Table: Sohei Features
  Barbarian Level
  Feature
  3rd
  Ki Arts
  6th
  Strength of Mind
  10th
  Ki Frenzy
  14th
  Defensive Strike
  Ki Arts
  As a student of the martial arts, you learn to execute and use
  Ki powers which appear later at the end of this document. Ki
  is a special form of magic use, distinct from spellcasting.
  Ki
  Your barbarian level determines the number of points you
  have, as shown in the Ki Points column of Table: Sohei. You
  can spend these points to fuel various ki features.
  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 ability’s effects. The saving throw
  DC is calculated as follows:
  Ki save DC = 8 + your proficiency bonus + your Wisdom
  modifier
  Ki Basics
  A basic is a simple martial art form you have mastered. At 3rd
  level, you know one basic of your choice. You learn additional
  basics of your choice at higher levels. The Basics Known
  table of the Sohei table shows the total number of basics you
  know at each level; when the number goes up for you, choose
  a new basic. Ki basics requires no points to use.
  Ki Style
  A Ki style is a distinctive set of physical movements or mental
  practices that allows you to manifest Ki powers.
  At 3rd level, you know one style of your choice. It must
  belong to the Power of Awakening styles. The Styles Known
  column of the Sohei table shows the total number of styles
  you know at each level; when that number goes up for you,
  choose a new style.
  In addition, whenever you gain a level in this class, you can
  replace one style you know with a different style of your
  choice.
   
   
   
  Martial Stance
  You can use a martial stance on one of your ki styles to draw
  ongoing benefits from it. As a bonus action, you can choose
  one of your ki styles and gain its martial stance benefit, which
  is detailed in that style’s description. The benefit lasts until
  you are incapacitated or until you use another bonus action to
  choose a different focus benefit.
  Table: Sohei Ki
  Barbarian Level
  Ki Points Basics Known
  Styles Known
  3th-4th
  2
  1
  1
  5th-6th
  4
  1
  2
  7th-8th
  5
  2
  2
  9th-10th
  7
  2
  2
  11th-12th
  9
  2
  3
  13th-14th
  11
  2
  3
  15th-16th
  12
  3
  3
  17th-18th
  13
  3
  4
  19th-20th
  15
  3
  4
  You can have only one martial stance benefit at a time, and
  using the martial stance of one style doesn’t limit your ability
  to use other disciplines.
  Strength of Mind
  Beginning at 6th level, you have advantage on all Intelligence,
  Wisdom, and Charisma saving throws against magic while
  raging. You also have resistance to psychic damage while
  raging.
  Ki Frenzy
  Beginning at 10th level, you can channel your ki to become
  incredibly fast. As a bonus action you can spend 2 ki points to
  activate your ki frenzy. Your speed is increased by 10 feet, and
  any ranged attacks and ranged spell attacks against you are
  made at a disadvantage.
  These benefits last for a number of rounds equal to your
  Constitution modifier (minimum 1). When your ki frenzy
  ends, you suffer one level of exhaustion.
  Defensive strike
  Starting at 14th level, when you take damage  
  from a creature that is within 5 feet of you,  
  you can spend 2 ki points to impose 
  disadvantage on any 
  attacks the creature 
  makes against you  
  until the end of your  
  next turn.
  10
  PART 2 | CLASSES
  
  Monastic Traditions
  The following are new traditions that focus solely on ki usage
  for supernatural feats.
  Most monasteries practice one tradition exclusively, but a
  few honor the three traditions and instruct each monk
  according to his or her aptitude and interest. All three
  traditions rely on the same basic techniques, diverging as the
  student grows more adept. Thus, a monk need choose a
  tradition only upon reaching 3rd level.
  Way of the Pure Energy
  By focusing their training on their inner energy, members of
  the Way of the Pure Energy learn to manifest raw energy out
  of their bodies which, combined with their sheer fighting
  prowess, makes them the deadliest combatants someone can
  run into at the end of an alley.
  Table: Way of the Pure Energy Features
  Monk Level
  Feature
  3rd
  Ki Arts
  6th
  Channeled Ki
  10th
  Empowered Technique
  14th
  Signature Style
  Ki Arts
  As a student of the martial arts, you learn to execute and use
  Ki powers which appear later at the end of this document. Ki
  is a special form of magic use, distinct from spellcasting.
  Ki Basics
  A basic is a simple martial art form you have mastered. At 3rd
  level, you know one basic of your choice. You learn additional
  basics of your choice at higher levels. The Basics Known
  table of the Pure Nergy table shows the total number of
  basics you know at each level; when the number goes up for
  you, choose a new basic. Ki basics requires no points to use.
  Ki Style
  An Ki style is a distinctive set of physical movements or
  mental practices that allows you to manifest Ki powers.
  At 3rd level, you know two styles of your choice. They must
  belong to the Power of the Fist Styles. The Styles Known
  column of the Way of the Pure Energy table shows the total
  number of styles you know at each level; when that number
  goes up for you, choose a new style.
  In addition, whenever you gain a level in this class, you can
  replace one style you know with a different style of your
  choice.
  Table: Way of the Pure Energy Styles
  Monk Level
  Basics Known
  Styles Known
  3th-4th
  2
  2
  5th-8th
  2
  3
  9th-12th
  3
  4
  13th-16th
  3
  5
  17th-20th
  4
  6
   
  Martial Stance
  You can use a martial stance on one of your ki styles to draw
  ongoing benefits from it. As a bonus action, you can choose
  one of your ki styles and gain its martial stance benefit, which
  is detailed in that style’s description. The benefit lasts until
  you are incapacitated or until you use another bonus action to
  choose a different focus benefit.
  You can have only one martial stance benefit at a time, and
  using the martial stance of one style doesn’t limit your ability
  to use other disciplines.  
  11
  PART 2 | CLASSES
  
  Channeled Ki
  At 6th level, wenever you use one of your basic techniques,
  you can make a melee attack as a bonus action.
  Empowered Technique
  Beginning at 11th level, you have learned to empower your
  strikes. When rolling the damage for any technique, you may
  spend one ki point to reroll a number of the damage dice up
  to your Wisdom modifier (minimum of one). You must use the
  new rolls.
  Additionally, you can add your Wisdom modifier to the
  damage of all techniques you execute.
  Signature Style
  At 17th level, you have become a master of your style. Choose
  one of your styles. Reduce the ki cost of all its abilities by 1.
  Additionally, select one of the techniques from the chosen
  style. You can perform it once without expending ki. You must
  finish a short or long rest before using this feature again.
  Way of the Great Demon Monkey
  There are legends of mythological apekin, with cyan eyes and
  golden 
  hair, 
  that 
  acquire 
  unspeakable 
  power 
  while
  transformed.
  Restriction: Apekin only
  Only Apekin can choose this archetype. Their blood is the
  catalyst for this extraordinary transformation.
  Table: Way of the Demon Monkey Features
  Monk Level
  Feature
  3rd
  Demon Monkey, Ki Arts
  6th
  Channeled Ki
  10th
  Empowered Technique
  14th
  Signature Style
  Demon Monkey
  Starting when you choose this tradition at 3rd level, you have
  learned how to achieve the supernatural transformation. On
  your turn, you can enter the demon monkey state as a bonus
  action.
  While in this state, you gain the following benefits if you
  aren’t wearing medium or heavy armor:
  You have advantage on Strength checks and Strength
  saving throws.
  When you make an unarmed weapon attack, you deal an
  additional point of damage on attack rolls, plus one
  additional time for every four monk levels you have.
  You have resistance to bludgeoning, piercing and slashing
  damage.
  If you are able to cast spells, you can’t cast them or
  concentrate on them while on this state.
  Your monkey demon form lasts for 1 minute. It ends early if
  you are knocked unconscious or if your turn ends and you
  haven’t attacked a hostile creature since your last turn or
  taken damage since then. You can also end your
  transformation on your turn as a bonus action.
  You can transform once, plus one additional time for every
  four monk levels. Once expended, you must finish a long rest
  before you can transform again.
  Ki Arts
  Also starting at 3rd level, you gain the ability to use a limited
  amount of ki arts while channeling your transformation.
  Unlike most other ki arts, you only have access to them
  while being transformed into the Demon Monkey state.
  Ki Basics
  You know two basics of your choice. At 13th level you learn
  one additional basic of your choice.
  Ki Style
  An Ki style is a distinctive set of physical movements or
  mental practices that allows you to manifest Ki powers.
  At 3rd level, you know the Blood Surge style from the
  Power of Blood category.
  Martial Stance
  You use the martial stance from the Awakened Blood ki style
  to draw ongoing benefits from it. Unlike most martial
  stances, you are constantly under the effects of this martial
  stance, even when you are knocked out unconscious.
  If you gain additional martial stances from another class or
  feat, you can have only one martial stance benefit at a time,
  and using the martial stance of one style doesn’t limit your
  ability to use other disciplines.
  Overflooding Power
  At 6th level, when you are transformed, you recover 1 spent ki
  point every round.
  Demonic Power Unleashed
  Beginning at 11th level, your transformation unlocks
  additional powers, so whenever you are transformed you are
  resistant to all types of damage except for radiant and psychic
  damage.
  Additionally you have advantage on all Dexterity checks
  and Dexterity saving throws.
  Legendary Demon Monkey
  At 17th level, your transformation transcends all barriers,
  granting you incredible amounts of power. Now you can
  transform an unlimited amount of times per deay, and it ends
  early only if you fall unconscious or if you choose to end it.
  Additionally, you can keep you fighting despite grievous
  wounds. If you drop to 0 hit points while you’re transformed
  and don’t die outright, you can make a DC 10 Constitution
  saving throw. If you succeed, you drop to 1 hit point instead.
  Each time you use this feature after the first, the DC
  increases by 5. When you finish a short or long rest, the DC
  resets to 10.
  12
  PART 2 | CLASSES
  
  Fighter Archetype
  The following are archetypes that use the power of ki to
  empower their own abilities.
  Weapon Mystic
  A weapon mystic is a student of martial arts who specializes
  in a single type of weapon. That student will learn ancient
  knowledge passed on by a master of the style and a plethora
  of secret techniques and strikes with that type of weapon.
  Restriction: One Weapon
  When you select this archetype, you must a single weapon
  type you are proficient with. This weapon will be used as a
  focus for all the ki techniques and abilities that are used by
  this archetype. Using a different weapon for combat will not
  grant the benefits of this archetype.
  Table: Weapon Mystic
  Fighter Level
  Ki Points
  Basics Known
  Styles Known
  3th-4th
  2
  1
  1
  5th-6th
  4
  1
  2
  7th-8th
  5
  2
  2
  9th-10th
  7
  2
  3
  11th-12th
  9
  2
  3
  13th-14th
  11
  2
  3
  15th-16th
  12
  3
  4
  17th-18th
  13
  3
  4
  19th-20th
  15
  3
  4
  Ki
  As a student of the martial arts, you learn to execute and use
  Ki powers which appear later at the end of this document. Ki
  is a special form of magic use, distinct from spellcasting.
  Your fighter level determines the number of points you
  have, as shown in the Ki Points column of Table: Weapon
  Mystic.
  You can spend these points to fuel various ki features.
  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 ability’s effects. The saving throw
  DC is calculated as follows:
  Ki save DC = 8 + your proficiency bonus + your Charisma
  modifier
  Ki Basics
  A basic is a simple martial art form you have mastered. At 3rd
  level, you know one basic of your choice. You learn additional
  basics of your choice at higher levels. The Basics Known
  table of the Weapon Mystic table shows the total number of
  basics you know at each level; when the number goes up for
  you, choose a new basic. Ki basics requires no points to use.
  Ki Style
  A Ki style is a distinctive set of physical movements or mental
  practices that allows you to manifest Ki powers.
  At 3rd level, you know one style of your choice. It must
  belong to the Power of the Weapon Styles. The Styles Known
  column of the Weaponmaster table shows the total number
  of styles you know at each level; when that number goes up
  for you, choose a new style.
  In addition, whenever you gain a level in this class, you can
  replace one style you know with a different style of your
  choice
  Martial Stance
  You can use a martial stance on one of your ki styles to draw
  ongoing benefits from it. As a bonus action, you can choose
  one of your ki styles and gain its martial stance benefit, which
  is detailed in that style’s description. The benefit lasts until
  you are incapacitated or until you use another bonus action to
  choose a different focus benefit.
  You can have only one martial stance benefit at a time, and
  using the martial stance of one style doesn’t limit your ability
  to use other disciplines.
  Weapon Play
  Starting at 7th level, you can use your weapon to obtain an
  edge on physical tasks. If you do, you have advantage on any
  Strength or Dexterity check i.e climbing a tree , maintaining
  your balance on a frozen lake or opening a door.
  Doing so will inflict normal damage to any objects or
  surfaces that involve the check i.e a tree would receive damge
  while climbing it, the ice would receive damage or the door
  would be cut.
  Fame of the Weapon
  At 10th level, your swordmanship has become renown
  through the world. You gain proficiency in the Persuasion
  skill, and you can use either your Dexterity or Strength
  modifier instead of your Charisma modifier when making
  Persuasion checks.
  Dual Stance
  Starting at 15th level, you can maintain simultaneously two
  stances simultaneously, obtaining the benefits of both. You
  can change either of your stances as a bonus action as usual.
  Chain Techniques
  At 18th level, you attain the pinnacle of your swordmanship.
  Whenever you successfully hit an enemy  
  with one of your techniques, you can  
  immediately perform another technique  
  with a casting time of one action or 
  one bonus action.
  13
  PART 2 | CLASSES
  
  Rogue Archetype
  The following options are available to a rogue, in addition to
  those offered in the Player's Handbook. These options use
  the power of ki to empower their own abilities.
  Void Ninja
  Legends talk about spies with supernatural abilities, able to
  tap into the power of the shadows to gain uncanny speed and
  deadly tricks.
  Table: Void Ninja Features
  Rogue Level
  Feature
  3rd
  Ki Arts
  9th
  Shadow Reflexes
  13th
  Shadow Speed
  17th
  One With The Nothingness
  Ki Arts
  As a student of the martial arts, you learn to execute and use
  Ki powers which appear later at the end of this document. Ki
  is a special form of magic use, distinct from spellcasting.
  Ki
  Your rogue level determines the number of points you have,
  as shown in the Ki Points column of Table: Void Ninja Ki.
  You can spend these points to fuel various ki features.
  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 ability’s effects. The saving throw
  DC is calculated as follows:
  Ki save DC = 8 + your proficiency bonus + your
  Intelligence modifier
  Ki Basics
  A basic is a simple martial art form you have mastered. At 3rd
  level, you know one basic of your choice. You learn additional
  basics of your choice at higher levels. The Basics Known
  table of the Void Ninja table shows the total number of basics
  you know at each level; when the number goes up for you,
  choose a new basic. Ki basics requires no points to use.
  Ki Style
  An Ki style is a distinctive set of physical movements or
  mental practices that allows you to manifest Ki powers.
  At 3rd level, you know one style of your choice. It must
  belong to the Power of the Nothingness styles. The Styles
  Known column of the Void Ninja table shows the total
  number of styles you know at each level; when that number
  goes up for you, choose a new style.
  In addition, whenever you gain a level in this class, you can
  replace one style you know with a different style of your
  choice.
   
  Martial Stance
  You can use a martial stance on one of your ki styles to draw
  ongoing benefits from it. As a bonus action, you can choose
  one of your ki styles and gain its martial stance benefit, which
  is detailed in that style’s description. The benefit lasts until
  you are incapacitated or until you use another bonus action to
  choose a different focus benefit.
  You can have only one martial stance benefit at a time, and
  using the martial stance of one style doesn’t limit your ability
  to use other disciplines.
  Table: Void Ninja Ki
  Rogue Level
  Ki Points
  Basics Known
  Styles Known
  3th-4th
  2
  1
  1
  5th-6th
  4
  1
  2
  7th-8th
  5
  2
  2
  9th-10th
  7
  2
  3
  11th-12th
  9
  2
  3
  13th-14th
  11
  2
  3
  15th-16th
  12
  3
  4
  17th-18th
  13
  3
  4
  19th-20th
  15
  3
  4
  Shadow Reflexes
  Starting at 9th level,as a bonus action you can spend two ki
  points to enhance your abilities. If you do, you gain advantage
  on any Dexterity checks you make until the end of your next
  turn.
  Shadow Speed
  By 13th level, you can use your ki to move at unspoken
  speeds. During your turn, you may spend a ki point to move
  up to your speed without spending your movement speed.
  One with the Nothingness
  When you reach 17th level, you have become attuned with the
  shadows. As a reaction to any damage you receive, you may
  have the originator of the damage receives the damage
  instead.
  You cannot use this feature again until you finish a long
  rest.
  14
  PART 2 | CLASSES
  
  Chapter 3: Character Options
  Chapter 3: Character Options
  15
  PART 3 | CHARACTER OPTIONS
  
  Character Details
  The following are some traits for your character based on the
  new options
  Height and Weight
  You can roll randomly for your character's height and weight
  using the following table:
  Random Height and Weight
  Race
  Base
  Height
  Height
  Modifier
  Base
  Weight
  Weight
  Modifier
  Apekin
  4'8"
  +2d10
  110lb.
  x(2d6)lb.
  Dragonfolk
  4'11"
  +2d6
  90lb.
  x(1d4)lb.
  Ratfolk
  4'8"
  +2d10
  120lb.
  x(2d6)lb.
  Shapeshifter 4'7"
  +2d8
  100lb.
  x(2d4)lb.
  Titanfolk
  5'7"
  +2d10
  175lb.
  x(2d4)lb.
  Background
  The following is a list of backgrounds available to your
  characters
  Wanderer
  The wanderer is a warrior that doesn't serve any lord. You
  had a previous life that you abandoned to start wandering the
  lands.
  Skill Proficiencies: History, Survival
  Tool Proficiencies: one type of artisan's tools.
  Language: one language of your choice.
  Equipment: A set of artisan's tools, a set of traveler's
  clothes with a cloak, a reusable patch that hides a facial
  feature, and one martial weapon of your choice.
  Previous Life bond
  On your previous life you acquired a bond that could still
  show up on your current wandering life.
  d6 Previous Life Bond
  1 Your lost lover that you believe died.
  2 A commander that seeks you for one last mission.
  3 The sibling of a dead lover looking for justice.
  4 One bloodlust wanderer that opposes your ethics.
  5 A rival/faction leader settling a pending score.
  6 An apprentice seeking disproportionate revenge.
  Feature: Looming Past
  A high ranking contact from your previous life assists you.
  Your contact can provide information about organizations
  and specific individuals that have some connection with your
  past. You can also request this individual a favor once per
  month, as long as it is within reasonable boundaries, such as
  modest travel accommodations, the whereabouts of a specific
  individual, or similar.
  Occassionally this contact will require you to deal with a
  situation or individual from your past, which you must take
  care of when needed or lose this feature.
  Suggested Characteristics
  d8 Personality Trait
  1 My ideals guide my life, always hoping for the best.
  2 Anything is acceptable when my friends are involved.
  3 I am a carefree spirit that goes with the wind.
  4 Friendship is what I value most in life.
  5 Trying different works, food and things is my life.
  6 Meditation will give me the strength I need.
  7 The past haunts me, still taking away my emotions.
  8 I am a bit of a lone wolf, .
  d6 Ideal
  1
  Peace: Conflict must end for a better future.
  2
  Perfection: Order must be established.
  3
  Power: The strong survive, as per nature's law.
  4
  Vengeance: I will destroy what has harmed me.
  5
  Love: Love is the answer to everything in life.
  6
  Future: Everything I do is for a better future.
  d6 Bond
  1 My weapon is my life, my sould and very existence.
  2 I have a duty to protect the family that took me in.
  3 This friend that travels with me means everything.
  4 People need protection from their own weaknesses.
  5 My new students will make a better future for all.
  6 All my enemies from the past will be terminated.
  d6 Flaw
  1 I am being chased by assassins of a past organization.
  2 My paranoic thoughts chase me everywhere I go.
  3 I will never see back my friends and family again.
  4 A troubling addiction is part of why I am a wanderer.
  5 There is a secret that will get me killed if revealed.
  6 My power is my weakness, I feel alone at the top.
  16
  PART 3 | CHARACTER OPTIONS
  
  Feats
  Some DMs allow the use of feat to customize a character. If
  your DM allows the use of feats, your character can also
  select feats from the list below. They follow the rules under
  Chapter 6 of the Player's Handbook.
  Apekin Learning
  Prerequisite: Apekin race, the ability to perform one ki
  technique
  Your can expand your styles. You gain the following benefits:
  Increase your Wisdom or Intelligence score by 1
  You learn one style from the Power of the Fist category.
  Once per turn you can reroll one damage die from a
  power of the fist technique.
  Dragon Style
  Prerequisite: Dragonfolk race, the ability to perform one ki
  technique
  You learn a few techniques that you can perform using your
  ki. You gain the following benefits:
  You learn the elemental blast basic. Wisdom is your ki
  ability for this basic. When using this basic it originates
  from your mouth.
  You can spend 3 ki points to grow a set of claws to
  enhance your unarmed strikes. If you hit with an unarmed
  strike, you deal an additional 1d4 slashing damage. These
  claws last for one minute.
  You can spend 5 ki points to grow a set of wings. You gain
  a fly speed of 30 feet if you aren't wearing heavy armor
  and aren't exceeding your carrying capacity. They last for
  one hour.
  Great Ki Reserve
  Prerequisite: must possess a ki pool or ability to generate ki.
  You have a giant pool of energy . You gain the following
  benefits:
  Increase one ability score of your choice by 1
  Your ki pool increases by 2.
  Whenever you score a critical hit, you recover 2 ki points.
  Guard Crush
  You have learned to overcome the defenses of your opponents
  You gain the following benefits.
  Your Strength score increases by 1.
  When using unarmed strikes or techniques you can ignore
  half cover and three-quarters cover.
  When a creature within 5 feet from you uses the Dodge
  action, you can use your reaction to make a melee weapon
  against the creature before it takes the Dodge action.
  Natural Ki Prodigy
  You are gifted with a ki talent. You gain the following benefits:
  Increase your Wisdom score by 1.
  You learn a ki basic of your choice. Wisdom is your ki
  ability for this basic.
  Your ki pool is increased by 1. If you didn't possess a ki
  pool, you gain a ki pool of 1 and follow the rules on the
  Monk class for using your ki instead
  Non-Human Lineage
  Prerequisite: Human race
  You discover that there is a non-human ancestor you possess.
  You gain the following benefits:
  Increase one ability score of your choice by 1.
  Select one another humanoid race, such as apekin or
  ratfolk. You are considered as being a part of the chosen
  race for purposes of magic items, spells, abilities,
  archetype restrictions and similar.
  You have advantage on any Charisma(Deception) checks
  to pass as a member of your chosen race.
  Powerful Aura
  Prerequisite: must possess a ki pool or ability to generate ki.
  Every time you use your ki, your energy emanates. You gain
  the following benefits:
  Your Charisma score increases by 1.
  Whenever you score a critical hit when using an ability or
  technique that uses ki points, you regain a number of hit
  points equal to the ki points spent.
  As a reaction to an opponent using a technique against
  you that requires an attack roll, you can spend one ki point
  to add your Charisma modifier to your AC for that attack,
  potentially causing the attack to miss you.
  Style Training
  Prerequisite: must possess a ki pool or ability to generate ki.
  Your training allows you to learn abilities beyond your regular
  training. You gain the following benefits:
  Increase your Constitution score by 1.
  You learn one style of your choice. You must select it from
  the power of awakening, power of nothingness, power of
  the fist, or the power of the weapon. Wisdom is your ki
  ability for this style.
  Tail Training
  Prerequisite: Apekin or Ratfolk race
  You train your tail to work as a third hand. You gain the
  following benefits:
  Your Dexterity increases by 1.
  You can hold a small item, such as an arcane focus or a
  holy symbol with your tail. This frees your hand for doing
  actions such as climbing a wall or holding a two handed
  sword.
  You can make Dexterity (Sleight of Hand) checks when
  your hands are restrained or carrying items.
  17
  PART 3 | CHARACTER OPTIONS
  
  Ki Weapons
  (Martial) Melee
  Cost
  Damage
  Weight
  Properties
  Battle Orb
  5 gp
  1d6 bludgeoning
  6 lb.
  two-handed, special
  Combat Fan
  2 gp
  1d4 slashing
  1 lb.
  finesse, light
  Reverse-Blade Sword
  30 gp
  1d8 bludgeoning
  3 lb.
  versatile(1d10)
  Umbrella Sword
  15 gp
  1d6 bludgeoning
  6 lb.
  finesse, versatile(1d8), special
  Weapons
  Special Weapons
  Weapons with special rules are described here.
  Battle Orb: This weapon is designed for spellcasters and
  ki users. You may use a battle orb as your spellcasting focus.
  If you are a spellcaster or a ki user, you may use your
  spellcasting ability or ki ability instead of Strength when
  wielding this weapon.
  Umbrella Sword: This versatile weapon can be used as a
  shield, to soften falls, and even as protection from the
  weather.
  Magic Items
  Magic items are presented in alphabetical order.
  Ancestral Daisho
  Weapon 
  (longsword 
  and 
  shortsword), 
  rare 
  (requires
  attunement by a ki user).
  This pair of weapons are a legacy item from a renown
  warrior of the past. They are a set of longsword and
  shortsword that can you attune to as if they were a single
  item.
  You gain a +2 bonus to attack and damage rolls made with
  this magic weapon. If you hit a creature with both weapons
  on the same turn it takes an extra 2d10 radiant damage.
  When dual wielding these weapons, you are immune to the
  frightened condition.
  Artifact Radar
  Wondrous Item, legendary (requires attunement).
  This marvelous item is attuned to an artifact or group of
  artifactes. Once per day, you can use it to show you the
  direction where the artifact is located. If you are within one
  mile of the artifact, it will provide the location within a 100
  feet area.
  Gadamer Orb
  Weapon (battle orb), rare (requires attunement by a ki user)
  This mystical orb can be wielded as a magic battle orb that
  grants a +2 bonus to attack and damage rolls made with it.
  While wielding it, you gain a +2 bonus to Armor Class, saving
  throws and ki attack rolls.
   
  The orb has 12 charges. It regains 1d6+6 charges daily at
  dusk. If you expend the last charge, roll a d20. The orb
  becomes a regular glass orb until that number of days passes,
  in which it regains all charges.
  Empower Technique. Instead of expending your ki, you
  can expend a number of charges equal to the cost of a
  technique you are activating.
  Spells. While holding this orb, you can use an action to
  expend 6 charges and duplicate any spell of 4th level or lower.
  You don’t need to meet any requirements in that spell,
  including costly components. The spell simply takes effect.
  Unexpected Style. The Gadamer orb allows the user to
  use one of the power of the weapon styles. You can use a
  bonus action and expend 6 charges. Select one style of your
  choice. For the next 24 hours, you can use the techniques
  associated with the style as if you knew them.
  Scouting Visor
  Wondrous Item, very rare or legendary (requires attunement).
  This technological visor allows you to track down other ki
  users. While wearing this item, as an action you can sense
  the use of any ki techniques within 1 mile from you and
  pinpoint the location within 100 feet of where it took place. If
  you spend one minute concentrating, you can extend this
  radius to 10 miles
  The following variation is legendary and has additional
  properties.
  Scouting Visor of Power. As an action, you can activate
  the analyzing power of this item. You can target up to three
  creatures within your line of sight. You learn an estimate
  amount of power related to the creature, based on the power
  levels table below.
  Power levels
  CR
  Estimate Power Level
  1-2
  This creature looks feeble.
  3-6
  This creature is about as strong as an adventurer.
  7-10
  This creature must be known as a hero.
  11-15 This must be a supernaturally powerful creature!
  16-20 This is a legendary creature, beware!!
  21+
  This creature is breaking the power scale!!!
  18
  PART 3 | CHARACTER OPTIONS
  
  Chapter 4: Ki
  Chapter 4: Ki
  19
  PART 4 | KI
  
  Ki Styles and Techniques
  Each one of the styles mentioned below is born from hours of
  dedication and hard effort, physical feats of power that break
  into the realm of magic.
  Each one of these styles is composed of a group of
  techniques, abilities closely related to the methods of their
  particular training. Each archetype limits the power you can
  choose from, but you are freely to choose any style from
  within that power.
  Using a Technique
  Each ki style has several ways you can use it, all contained in
  its description. The style specifies the type of action and
  number of ki points it requires. It also details whether you
  must concentrate on its effects, how many targets it affects,
  what saving throws it requires, and so on.
  The following sections go into more detail on using a style.
  Ki styles are magical and function similarly to spells.
  Martial Stance
  The Martial Stance section of a style describes the benefit
  you gain when you choose that style for your Martial Stance.
  Techniques and Ki Points
  A style provides different techniques for how to use it with
  your ki points. Each technique has a name, and the ki point
  cost of that option appears in parentheses after its name. You
  must spend that number of ki points to use that technique,
  while abiding by your ki limit. If you don’t have enough ki
  points left, or if you ki pool isn't large enough to hold the ki
  points required, you can’t use the technique.
  Some techniques show a range of ki points, rather than a
  specific cost. To use that technique, you must spend a
  number of points within that point range. Some techniques
  let you spend additional ki points to increase a technique’s
  potency. You must spend all the points when you first use the
  style; you can’t decide to spend additional points once you see
  the technique in action.
  Each technique notes specific information about its effect,
  including any action required to use it and its range.
  All techniques that require attack rolls must be made at a
  melee range, unless otherwise stated.
  Components
  Techniques don’t require the components that many spells
  require. Using a technique requires no spoken words,
  gestures, or materials, unless specifically stated. The power
  of ki comes from the body.
  Duration
  An effect technique in a style specifies how long its effect
  lasts.
  Instantaneous. If no duration is specified, the effect of the
  technique is instantaneous.
  Concentration. Some techniques require concentration to
  maintain their effects. This requirement is noted with “conc.”
  after the technique’s ki point cost. The “conc.” notation is
  followed by the maximum duration of the concentration. For
  example, if a technique says “conc., 1 min.,” you can
  concentrate on its effect for up to 1 minute. Concentrating on
  a style follows the same rules as concentrating on a spell.
  This rule means you can’t concentrate on a spell and a
  technique at the same time, nor can you concentrate on two
  techniques at the same time. See chapter 10, “Spellcasting,”
  in the Player’s Handbook for how concentration works.
  Targets and Areas of Effect
  Techniques use the same rules as spells for determining
  targets and areas of effect, as presented in chapter 10,
  “Spellcasting,” of the Player’s Handbook.
  Saving Throws and Attack Rolls
  If a technique requires a saving throw, it specifies the type of
  save and the results of a successful or failed saving throw.
  The DC is determined by your ki ability. Some styles require
  you to make an attack roll to determine whether the
  technique’s effect hits its target. The attack roll uses your ki
  ability.
  Combining Ki Effects
  The effects of different ki techniques add together while the
  durations of the styles overlap. Likewise, different techniques
  from a ki style combine if they are active at the same time.
  However, a specific technique from a ki style doesn’t combine
  with itself if the option is used multiple times. Instead, the
  most potent effect—usually dependent on how many ki
  points were used to create the effect—applies while the
  durations of the effects overlap.
  Kis and spells are separate effects, and therefore their
  benefits and drawbacks overlap. A ki effect that reproduces a
  spell is an exception to this rule.
   
  20
  PART 4 | KI
  
  Ki Styles
  Power of Awakening
  Dance of Death School  
  Final Spring School  
  Fire Soul School  
  Flying Island School  
  Path of Clear Conscience  
  Path of the Storm God  
  Path of the Wild  
  Power of Blood
  Blood Surge School  
  Power of Nothingness
  Acceleration Arts  
  Blazing Shadow Arts  
  Heroic Frame Arts  
  Shadow Being Arts  
  Stiletto Waltz School  
  Substitution Spy Arts  
  Venom Fang Arts  
  Water Moon Arts  
  Power of the Fist
  Assassination Fist School  
  Divine Fist School  
  Dragon Snatch School  
  Elixir Field School  
  Ruinous Raven School  
  Saint Armor School  
  Turtle Hermit School  
  Wrestling Bear School  
  Power of the Weapon
  Cherry Blossom School  
  Concealed Fencing School  
  One Strike Form  
  Sky Emperor School  
  Spirit Arts School  
  Star Sovereign School  
  Transcendent Weapon School  
  Two Heavens Form  
  Wandering Colossus School  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Style Descriptions
  The ki styles are presented here in alphabetical order.
  Acceleration Arts
  Power of Nothingness style
  You focus your ki into your body for great speed.
  Martial Stance. You regain 1 ki point every time you take
  the Dash or Disengage action in combat.
  A Thousand Cuts (1 ki). Immediately after you take the
  Attack action on your turn with a light or finesse weapon, you
  can spend 1 ki point to make two additional attacks as a
  bonus action.
  Accelerated Drive (3 ki). When you roll initiative, you can
  activate this technique to have advantage on the roll.
  Speed of Sound (5 ki, conc. 1 minute). As an action, you
  act as if under the effects of a haste spell.
  Supersonic Speed (2 ki). While under the effects of the
  speed of sound technique, you can push yourself beyond your
  limits and break the sound barrier. As an action, you can
  activate this technique to take two turns during the next
  round. You take your first turn at your normal initiative and
  your second turn at your initiative minus 10. At the end of
  your second turn, your concentration for the speed of sound
  technique ends and each creature in a 10-foot-radius from
  you takes 2d8 thunder damage.
  Godspeed (4 ki). While under the effects of the speed of
  sound technique, and as a reaction to receiving damage on
  your turn, you can activate this technique to ignore all
  damage you would otherwise receive. You can activate this
  ability only once while under the effects of speed of sound.
  21
  PART 4 | KI
  
  Assassination Fist School
  Power of the Fist style
  You focus your ki into your fists for great power. 
   
  Martial Stance. You regain 1 ki point every time you take
  the Attack action in combat.
  Surge Fist (1-7 ki). You evoke an exploding surge of
  energy from your hands. As an action, choose one creature
  you can see within 60 feet of you. The target must make a
  successful Strength saving throw. On a failed save, it takes
  1d8 force damage per ki point spent and is pushed 5 feet per
  point spent in a straight line away from you. On a successful
  save, it takes half as much damage.
  Spinning Kicks (1 ki). You can make several spinning
  kicks in succession resembling a whirlwind. Each time you
  hit a target with your unarmed strike, you can spend 1 ki
  point and deal one additional damage die of the same type as
  your unarmed strike.
  Ascending Dragon (2 ki). As an action, make an attack roll
  against a single target. If you successfully hit, you deal 4d6
  additional fire damage, and the creature must succeed at a
  Constitution saving throw or fall prone.
  Surge of Murderous Intent (7 ki, conc. 1 minute). As a
  bonus action, you empower your techniques with evil intent.
  Until your concentration ends, your unarmed attacks deal
  necrotic damage with a +3 bonus to attack and damage rolls.
  Instant Oblivion (9 ki). As an action, make an unarmed
  attack against a single target. If you succeed, the target takes
  15d8 necrotic damage. If this damage reduces the target to 0
  hit points, it is disintegrated.
  A disintegrated creature and everything it is wearing and
  carrying, except magic items, are reduced to a pile of fine
  gray dust. The creature can be restored to life only by means
  of a true resurrection or a wish spell.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Blazing Shadow Arts
  Power of Nothingness style
  You channel your ki into a blazing display of fire.
  Martial Stance. You regain 1 ki point every time you take
  the Hide action.
  Explosives (1-3 ki, 10 minutes). As an action, you prepare
  a number of explosives equal to the amount of ki spent. When
  using the attack option, you can substitute one attack with an
  explosive. Explosives have a range of 30 feet. Each explosive
  deals 4d10 damage on a successful hit.
  Fire Dissappearance (1-5 ki). As a reaction to taking
  damage, you can dissappear in a blaze of flames. Any
  adjacent creature takes 1d4 fire damage per ki point spent,
  and you become invisible until the end of your next turn.
  Phoenix Suicide (7 ki, 1 minute). As an action, you fake
  your death in a blaze of flames. You become invisible and
  teleport up to 60 feet from your location, while leaving the
  illusion of a burnt body behind on the square you were.
  Enemies within 60 feet must make a Wisdom saving throw
  or believe that the illusion is real.
  Blazing Dragon Bomb (9 ki). As an action, you summon
  flaming dragons that move in any pattern you desire. You
  canaffect a number of squares equal to your ki user level,
  each one must be adjacent to the previous square. Creatures
  on the selected squares must make at a Dexterity saving
  throw. Any creature in an affected square takes 8d8 fire
  damage on a failed save, or half the damage on a successful
  one.
  Inferno Shuriken Volley (11 ki). As an action, you cause a
  rain of fiery shurikens to strike against your enemies. You
  create 7 fire shurikens, each one dealing 2d4 slashing
  damage and 2d6 fire damage. Select up to three targets
  within 30 feet. You can divide the shurikens as you desire
  amongst these targets. Make an attack roll for each shuriken.
  22
  PART 4 | KI
  
  Blood Surge School
  Power of the Blood style
  Your blood unleashes great ki power.
  Martial Stance. You regain 1 ki point every time you deal
  damage in combat.
  Accelerated Recovery (1-5 ki). As an action you cure
  yourself of the wounds you have received. You regain a
  number of hit points equal to 1d8 per ki point spent plus your
  ki technique modifier.
  Ki Fatigue (6 ki, 3 rounds). As a bonus action, you can
  empower your attacks to be extremely effective against ki
  users. For the duration of this technique, whenever you
  successfully deal damage to a living creature, it must make a
  Constitution saving throw or receive one level of exhaustion.
  Magic Breaker (5 ki). As a reaction to a creature within 60
  feet of you casting a spell, you attempt to counter the spell
  with your ki. If the creature is Casting a Spell of 3rd level or
  lower, its spell fails and has no effect. If it is Casting a Spell of
  4th level or higher, make a Wisdom check. The DC equals 10
  + the spell's level. On a success, the creature's spell fails and
  has no effect.
  Superior Defense (1 ki). As a reaction, when an attacker
  that you can see hits you with an attack, you can use your
  reaction to halve the attack’s damage against you.
  Technique Breaker (5-15 ki). As a reaction to being
  targeted by a ki style technique, you attempt to counter the
  effects of the technique with your ki. If you spend more ki
  than your target does on its technique, its technique fails and
  has no effect.
  Gestalt Unification (3 ki points, 1 minute). As an action,
  you and a willing creature with an Intelligence score higher
  than 3 merge your bodies to create a powerful being. For the
  duration of this technique, the Gestalt formed by both of you
  has the following characteristics:
  The Gestalt acts on your initiative.
  The Gestalt uses the highest ability score of the two
  creatures involved.
  The Gestalt uses the highest Hit Dice, Hit Points and
  Proficiency bonus of the two creatures.
  The Gestalt gains a number of temporary Hit Points equal
  to the Hit Points of the lower HP creature.
  The Gestalt has the proficiencies of both creatures (such
  as saving throw proficiencies, skills, armor, weapons, tools
  and others).
  The Gestalt has the class features, feats, racial traits, and
  any other abilities that both creatures have.
  The Gestalt has the combined ki points of both creatures,
  but cannot use more ki points than the highest performer
  level from both creatures.
  When the Gestalt takes the Attack action, it makes an
  additional attack. If the creature possesses the Extra
  Attack feature, it makes an additional attack beyond the
  one granted by the ability.
  Armor, weapons, shields and magical items are selected
  as desired between the two creatures to be used, the usual
  item limit/magical item limits restrictions apply.
  If the Gestalt is rendered unconscious, if it's reduced to 0
  HP or if it gains 6 levels of fatigue the technique
  immediately ends, and both creatures are returned to the
  previous state before the fusion. Any ki points spent are
  reduced equally between the creatures.
  Cherry Blossom School
  Power of the Weapon style
  You channel ki from the void to attain maximum focus.
  Martial Stance. You regain 1 ki point each time you take
  damage in combat.
  Focus (1 ki). As an action or bonus action, you take a
  moment to concentrate in the surroundings during combat.
  You gain advantage on your next attack.
  Strike from the Void (1-8 ki). As an action, you make a
  melee attack with your weapon charged with momentous
  energy. On a hit, you deal no damage. Instead you delay the
  damage until your target's next turn. As a reaction to your
  target taking any action in combat on its next turn, you may
  deal the delayed damage from your attack. Your target takes
  normal damage plus an additional die of damage per ki point
  spent.
  Retribution (5 ki). As an action, you can channel the
  injuries on your body to punish an enemy you hit in melee.
  Make an attack roll against a target in melee. You deal
  normal damage plus additional necrotic damage equal to
  your current hit point damage.
  Wild Seasons (11 ki). As an action, you charge against a
  target within 30 feet of you. You may move through the space
  of any creatures using this movement. You may make a melee
  attack against each creature whose space you move through
  and each one must make a successful Constitution save or be
  knocked prone. You make 5 melee attacks against the target,
  with the last one having advantage on the roll and knocking
  the target prone on a hit.
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  PART 4 | KI
  
  Concealed Fencing School
  Power of the Weapon style
  You focus your ki on deception and surprise.
  Martial Stance. You regain 1 ki point each time you take
  the Attack action with a two-handed or versatile weapon.
  Energy Weapon (1-4, 1 round). As an action, you gather
  energy on your sword and release it upon an target within 30
  feet. The target must make a successful Dexterity saving
  throw. The target takes 1d6 slashing damage per each ki
  point spent on a failed save, or half as much on a successful
  one.
  Hidden Death (3 ki). As a bonus action, you can conceal
  the nature of your attacks from your opponent. A target
  within 30 feet must make a Wisdom saving throw. On a failed
  save, your attacks have advantage against the target.
  Scarlet Weapon (3 ki). As a reaction when you are the
  only target of a ranged attack or ability, you can attempt to
  deflect the attack back to the attacker. Make a melee attack
  roll. If your roll is higher than the target's attack roll, you
  successfully deflect the attack against the target. Attacks that
  don't require an attack roll cannot be deflected.
  A Hundred Deaths (5 ki). As an action, you make multiple
  attempts to deal critical damage against a target in melee.
  Roll five dice and use the highest roll to resolve your attack.
  Heaven Constraint Blast (11 ki). As an action, you wield
  your weapon with inhuman speed. Make a melee attack
  against a target in melee. On a hit, you deal damage as if you
  had made five successful melee attacks and the target must
  succeed at a Constitution saving throw or be lifted 30 feet in
  the air, taking an additional 3d6 bludgeoning damage from
  the fall at the end of your turn.
  Dance of Death School
  Power of the Awakening
  You channel ki through deadly and graceful maneuvers.
  Martial Stance. You regain 1 ki point every time you move
  through another creature's space in combat. Doing so is not
  considered difficult terrain for you.
  Additionally, you can try to move through a hostile
  creature's space, swinging and swaying past the opponent. As
  an action or bonus action, you make a Charisma
  (Performance) check contested by the hostile creatures
  Charisma (Performance) check. If you win, you can move
  through the hostile creature's space once this turn.
  Dance of Fire (1-5 ki). As an action, you breathe fire over
  your opponents. Each creature in a 15-foot cone must make a
  Dexterity saving throw. A creature takes 3d6 fire damage plus
  1d6 damage per ki point spent on a failed save, or half as
  much damage on a successful one.
  The fire also ignites any flammable objects in the area that
  aren’t being worn or carried.
  Twisting Heavens (3 ki). As an action, you spin in your
  current location to attack and then tumble away from your
  enemies. Make an attack roll against each target within 5 feet
  from you. You deal normal damage and move up to 20 feet
  away without provoking opportunity attacks.
  Diving Bell Butterfly (3 ki, conc. 1 minute). As an action,
  you dance around a target in melee. Your target must succeed
  on a Dexterity check or become restrained for the duration.
  At the end of each of its turns, the target can make another
  Dexterity saving throw to end the technique.
  Demon Dance (9 ki). You perform a demonic dance that
  releases three fiery explosions against your target. As an
  action, make an attack roll against a target in melee. On a hit,
  you deal normal damage plus additional 10d6 fire damage
  and 3d4 force damage, and the target must make a
  Constitution save or be pushed 15 feet away from you.
  Divine Fist School
  Power of the Fist style
  You focus on a higher power to increase your might.
  Martial Stance. You regain 1 ki point every time a creature
  takes the Help action to aid you.
  Sense Ki (1 ki, conc. 1 minute). As an action you can
  sense the use of any ki techniques within 1 mile from you and
  pinpoint the location within 100 feet of where it took place. If
  you spend one minute concentrating, you can extend this
  radius to 10 miles.
  Instant Movement (3 ki). As a bonus action, you teleport
  up to 30 feet to an unoccupied space that you can see.
  Energy Burst (3-9 ki). As an action, you can gather ki to
  deliver a devastating attack.
  You can release this energy burst at any time during your
  turn or hold the charge for another turn, to a maximum of
  three turns. When released, the energy burst deals 1d6
  radiant damage damage per ki point spent to a target within
  60 feet from you, or half of that damage on a successful
  Constitution save.
  For each additional turn you spend an action charging up,
  you deal an additional 1d6 damage per ki point spent.
  Flight (5 ki, conc. 10 minutes). As an action, you gain a
  flying speed of 60 feet. When the duration ends, you fall if
  still aloft unless you can stop the fall.
  Overchannel (7 ki, conc. 1 minute). As an action, you tap
  into a higher power to become more powerful for the
  duration of the technique. Other Power of the Fist techniques
  for the duration cost 2 ki points less to use. In addition, you
  add your Wisdom modifier to the damage of any techniques
  or unarmed attacks you perform.
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  PART 4 | KI
  
  On the second round of this technique and every subsequent
  turn, you gain a number of temporary ki points equal to the
  number of rounds you have maintained concentration on this
  technique. These ki points dissappear at the end of your next
  turn.
  After finishing this technique, you gain two exhaustion
  levels.
  Dragon Snatch School
  Power of the Fist style
  You focus your ki for powerful grabs against your
  opponent.
  Martial Stance. You regain 1 ki point every time you take
  the Attack action in combat to grapple an opponent.
  Choke Hold (1 ki). As an action, you make a grapple check
  against a target in melee. If successful, the target falls asleep
  for 1d3 rounds.
  No Movement (3 ki). As a reaction to being attacked in
  melee, you make a grapple check against your attacker. If you
  succeed, your target's attack misses and it becomes grappled
  instead.
  Snake Bite (3 ki). As a reaction to an opponent moving
  within 5 feet of you, you can make a grapple attack. If
  successful, the target takes unarmed damage and becomes
  grappled. If the movement is part of a technique, your target's
  technique fails.
  Five Lights (5 ki). As an action, you make a grapple check
  against a target in melee. If successful, you deal unarmed
  damage three times and lift the target 30 feet from the
  ground. Your target falls to the ground at the end of your turn
  taking 3d6 bludgeoning damage from the fall.
  Celestial Dragon (11 ki, conc. 1 minute). As an action,
  you make a grapple check against a target in melee. If
  successful, your target is grappled and you both fly directly
  upwards from the point where you initiated the technique at a
  speed of 60 feet per round. Your target may try to escape the
  grapple on each of its turn. If your target escapes the grapple
  or you end your concentration, the technique ends and both
  you and your opponent each take 11d6 psychic damage per
  round ascended plus 1d6 bludgeoning damage for every 10
  feet fallen to a maximum of 20d6.
  Elixir Field School
  Power of the Fist style
  You study the ways of the ki, both its strengths and
  weaknesses.
  Martial Stance.. You can regain 1 ki by concentrating as a
  bonus action.
  Squall Rush (1-5 ki). As an action, you rush towards to an
  enemy within 30 feet from you. Make an unarmed attack roll
  against the target. If successful, the target takes normal
  attack damage plus 1d6 bludgeoning damage per ki point
  spent, and must make a successful Constitution saving throw
  or be pushed back 5 feet per ki point spent.
  Blowing Lift (3 ki). As a reaction to being a target of a
  technique in melee, make an unarmed attack roll. If
  successful, you deal regular damage and your opponent must
  make a concentration check with disadvantage to complete
  their technique.
  Arabesque Throat Thrust (5 ki). As a reaction to an
  opponent coming within 5 feet of you, make an unarmed
  attack roll. If successful, the target takes normal damage and
  must make a successful Constitution saving throw or become
  stunned until the beginning of your next turn.
  Guardian of the Northeast (1-7 ki). As an action, you
  release a ki wave toward the ground. Any enemies within 10
  feet from you must make a Strength saving throw. A target
  takes 1d6 bludgeoning damage per ki point spent on a failed
  save and is knocked prone, or half as much damage on a
  successful one and no other effects.
  Final Spring School
  Power of the Awakening
  You channel ki through your body to break your limits.
  Martial Stance. You regain all of your ki points when you
  score a critical hit.
  Shock Waves (1-5 ki). You strike the floor to release shock
  waves that strike your enemies. For every ki point spent you
  create one such shock wave. Each wave can target a different
  creature. Make a separate attack roll for each wave. On a hit,
  each wave deals normal attack damage plus 1d6 psychic
  damage.
  Air Sliding Attack (5 ki). You attack an opponent and lift it
  off the ground for further damage. As a reaction after
  successfully hitting a target, you can activate this technique to
  deal 5 additional dice of damage and your target must make a
  successful Constitution saving throw or be knocked prone.
  Cherry Blossom Rain (7 ki). As an action, you channel
  your ki into your weapon, summoning a shower of razor-
  sharp petals on your opponents. Up to six targets within 60
  feet from you make a Dexterity saving throw. On a failed save,
  a target takes 6d8 slashing damage, or half as much damage
  on a successful one.
  Fatal Storm (9 ki). As an action, you summon powerful
  tornado winds to destroy an enemy. Select a target within 60
  feet from you. It must make a Constitution saving throw. On a
  failed save, the target takes 6d6 fire damage and 6d6 necrotic
  damage and gains two levels of exhaustion, or half as much
  damage and no levels of exhaustion on a successful one.
  Raging Storm (11 ki). As an action, you unleash a furious
  barrage of strikes against a target within 30 feet. Make an
  attack roll. If successful, you deal damage as if you had
  successfully stricken the target 11 times.
  25
  PART 4 | KI
  
  Fire Soul School
  Power of the Awakening
  You channel ki through your body to ignite in fire.
  Martial Stance. You regain 1 ki point each time you take
  damage in combat.
  Fire Friends (1-5 ki, conc. 1 minute). As a bonus action,
  you can summon up to five small flames that float around
  you. For the duration of the technique, whenever you deal fire
  damage with an attack or technique, you can snuff one of the
  flames to deal an additional 2d6 fire damage to the same
  target.
  Big Explosion (3 ki). As an action, you strike your enemy
  with a fiery touch. Make an roll against a target in melee. If
  successful, you deal 6d6 fire damage and your target is
  pushed 10 feet away from you.
  Flame Blade (3 ki, conc. 10 minutes). As an action, you
  can cast the flame blade spell as a 2nd level spell. If you
  spend 6 ki you can cast it as a 4th level spell, or if you spend 9
  ki, you can cast it as a 6th level spell.
  Flaming Kick (3 ki). When you take the Attack action, you
  can use a bonus action to kick your opponent. You deal
  unarmed strike damage plus an additional 3d6 fire damage.
  Fire Burst (9 ki). As an action, you summon a flaming
  column around you. Each creature in a 10-foot-radius, 40-
  foot-high cylinder centered on you must make a Dexterity
  saving throw. A creature takes 8d6 fire damage on a failed
  save, or half as much damage on a successful one. The fire
  ignites flammable objects in the area that aren't being worn
  or carried.
  Flying Island School
  Power of the Awakening
  You channel ki through your body for mystical power.
  Martial Stance. You regain 1 ki point each time you take
  an action in combat while your feet are not touching the
  ground.
  Waterfall Blast (1-5 ki). As an action, you release a water
  jet against a target within 60 feet. Make a melee attack roll. If
  successful, you deal normal damage plus an additional 1d8
  bludgeoning damage per ki point spent.
  Water Slide (3 ki). As a bonus action, you instantly
  teleport anywhere within 30 feet from you.
  Levitation (3 ki, conc. 10 minutes). As a standard action,
  you can act as if under the effects of a levitate spell.
  Perfect Sky (11 ki). This powerful technique channels
  your fury into a devastating technique, in which you slash
  your opponent multiple times, launch them into the air and
  trap them for an untimely demise.
  As an action, make an attack roll against a target in melee.
  On a hit, you deal your normal damage plus 10 additional
  damage dice. Your target must make a successful
  Constitution saving throw or become paralyzed until the end
  of your next turn levitating 40 feet in the air.
  On your next turn, you can spend your action to summon a
  swarm of bubbles filling up a 10 foot-radius, 20-foot tall
  cylinder around your target. At the end of your turn, your
  target will fall through the bubbles taking 8d10 bludgeoning
  damage. The bubbles remain until the beginning of your next
  turn and if any other creature moves through the area, it also
  takes 8d10 bludgeoning damage.
  Heroic Frame Arts
  Power of Nothingness style
  You focus your ki into your body for physical prowess.
  Martial Stance. You regain 1 ki point each time you
  succeed on a saving throw in combat.
  Surprising Power. (1-3 ki). Whenever you successfully hit
  an enemy in melee, you can activate this ability to inflict one
  additional die of damage per ki point spent.
  Duplication (3 ki, 1 minute). As an action, you move fast
  back and forth creating illusory duplicates of yourself. This
  technique is otherwise identical to a mirror image spell.
  Enhanced Prowess. (3 ki, conc. 1 hour). As an action,
  your body grows in strength and resistance. For the duration
  of this technique, you have advantage on Constitution and
  Strength checks, your carrying capacity doubles, and you
  gain 2d6 temporary hit points.
  Clone Technique (9 ki, conc. 1 minute). As an action, you
  create a physical duplicate of yourself. This duplicate has half
  your hit points, half of your ki pool, and uses the rest of your
  other statistics. It attacks on the same initiative count as you
  and dissappears if its hit points are reduced to 0 or the
  technique ends.
  Mastery of Two Layers (5-9 ki, conc. 1 minute). As a
  bonus action, you gain a +2 bonus in all melee attacks, and
  they deal an additional amount of damage equal to the ki
  spent.
  Death Chakra Release (0 ki, 1 minute). As a bonus
  action, you can activate this forbidden technique to tap into
  untold physical prowess, albeit at a cost. For the duration of
  the technique, your Strength, Constitution and Dexterity
  scores become 24, your speed increases by 20 feet, and your
  attacks deal two additional dice of damage.
  Once during this technique, you can focus your gathered ki
  into a single attack against a target within 30 feet. Your target
  must make a successful Dexterity saving throw or take 3d6
  force damage per ki point spent, or half as much on a
  successful save.
  26
  PART 4 | KI
  
  However, performing this forbidden technique has a deadly
  cost. As soon as the technique duration ends, you drop to 0
  hit points, and mark a death saving throw as failed. Magical
  healing cannot be received until 24 hours after performing it.
  Only a wish spell or divine intervention can be used to
  stabilize you before then.
  One Strike Form
  Power of the Weapon style
  You focus your ki into your sword for unnatural accuracy.
  Martial Stance. As a bonus action, you can meditate to
  regain 1 ki point.
  Quick Draw Strike. (1-9 ki).. This technique can be used
  only during the first round of combat.
  As an action, you make a melee attack against a target in
  melee. On a hit, the target suffers the attack's normal damage
  plus an additional 1d10 damage per ki point spent. The type
  of damage is the same as your weapon.
  Skylark (1 ki). As a bonus action, you make a quick flick of
  the wrist and attack your opponent using the grip of your
  weapon. Your target must make a successful Constitution
  saving throw or be stunned for one round.
  Smother (1 ki). As a bonus action, you focus your energy
  in your weapon to be extremely effective against a single
  target within 30 feet of you. You ignore any bludgeoning,
  slashing or piercing resistance the target may have, and you
  treat immunity to those damage types as resistance. This
  effect lasts until the end of your next round.
  Daydream Light Mist (13 ki). As an action, you expend a
  tremendous amount of energy against a single enemy within
  30 feet of you.
  You rush toward your opponent with ki charged in your
  weapon. At the moment of impact, a magical darkness covers
  a 60 foot radius emanating from you, while you unleash a
  flurry of strikes against the target. The darkness immediately
  dissipates, but it successfully hides the secret of your
  technique.
  Make a melee attack roll against a target with advantage.
  On a hit, you deal damage as if you had hit the target 15
  times with your attack.
  Once the technique is finished you appear 30 feet away
  your opponent in a direction you choose, and you gain one
  level of exhaustion.
  Path of Clear Conscience
  Power of the Awakening
  You focus your ki for a clear mind.
  Martial Stance. You regain 1 ki point every time you
  succeed at a saving throw.
  Still Water (1-5 ki). As an action, make a melee attack roll.
  On a successful hit, you deal an additional die of damage per
  ki point spent and your target must make a successful
  Strength saving throw or be knocked prone.
  Paper Sword Scratch (5 ki). You can activate this
  technique as a reaction after successfully hitting an enemy in
  melee. At the start of your next turn, your target must make a
  successful Constitution saving throw or lose the same
  amount of hit points as the original attack damage due to
  blood loss.
  Ruthless Moon (5 ki). As a reaction to an enemy attacking
  you in melee, you can unleash a powerful gaze into your
  target's mind. Your target must make a successful Wisdom
  saving throw or take 6d6 psychic damage and become
  frightened for 1 round, dropping whatever it is holding or half
  as much damage and no other effect on a successful save.
  You can't use this technique against the same target more
  than once before finishing a long rest.
  Delirium Mirror (11 ki). As an action, you and a target you
  can see engage in a psychic duel. Your target must make a
  successful Intelligence saving throw or take 10d6 psychic
  damage and be knocked prone and stunned until the end of
  your next turn.
  Path of the Storm God
  Power of the Awakening
  You channel your ki as roaring thunder.
  Martial Stance. You regain 1 ki point each time you are hit
  in combat.
  Thunder Mist (1 ki). As an action, you can cast the
  thunderwave spell as a 1st level spell. You can spend
  additional ki points to increase the damage. The damage
  increases by 1d8 for each ki point spent, up to 4 additional ki
  points spent for an additional 4d8 damage.
  Lightning Surge (5 ki, conc. 1 minute). As an action, you
  charge an electricity orb in your hands. You can immediately
  release it or hold the charge for up to the duration of the
  technique. When you release it, select a target within 30 feet.
  The creature must make a Dexterity saving throw or take 8d6
  lightning damage, or half as much damage on a successful
  save. You may spend a bonus action every round to hold the
  charge. For every round that you hold this technique the
  damage increases by 1d6.
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  PART 4 | KI
  
  Lightning Strike (9 ki). As an action, you summon a
  powerful arc of electricity that strikes one target of your
  choice that you can see within 150 feet. Three bolts then leap
  from that target to as many as three other targets, each of
  which must be within 30 feet of the first target. A target must
  make a successful Dexterity saving throw or take 5d8
  lightning damage and 5d8 radiant damage, or half as much
  damage on a successful save.
  Thunder Wings (11 ki, conc. 1 minute). As an action, you
  surround yourself with the power of thunder. For the duration
  of this technique you gain a flying speed of 60 feet, resistance
  from nonmagical weapons, and lightning and thunder
  immunity.
  Your attacks deal an additional 2d6 lightning damage. Any
  creature that attacks you in melee takes 2d6 lightning
  damage at the end of its turn.
  Path of the Wild
  Power of Awakening
  You channel your ki to unleash nature's true power.
  Martial Stance. You regain 1 ki point when your beast
  companion deals damage to an enemy in combat. If you don't
  have one, you gain a beast companion that accompanies you
  on your adventures and is trained to fight alongside you when
  you gain this style. Choose a beast that is no larger than
  Medium and that has a challenge rating of 1/4 or lower. Add
  your proficiency bonus to the beast’s AC, attack rolls, and
  damage rolls, as well as to any saving throws and skills it is
  proficient in.
  The beast obeys your commands as best as it can. It takes
  its turn on your initiative, though it doesn’t take an action
  unless you command it to. On your turn, you can verbally
  command the beast where to move (no action required by
  you). You can use your action to verbally command it to take
  the Attack, Dash, Disengage, Dodge, or Help action.
  If the beast dies, you can obtain another one by spending 8
  hours bonding with another beast that isn’t hostile to you,
  either the same type of beast as before or a different one.
  Like any creature, the beast can spend Hit Dice during a
  short rest. If you are incapacitated or absent, the beast acts
  on its own, focusing on protecting you and itself. It never
  requires your command to use its reaction, such as when
  making an opportunity attack.
  Sliding Attack (1 ki). As a bonus action, your beast
  companion distracts a target next to it. Until your next turn,
  the first attack roll you make against that target has
  advantage.
  Split Attack (3 ki). As an action, you combine efforts with
  your beast companion to attack an enemy. Both you and your
  beast companion attack the same target, making attack rolls
  separately.
  Enhanced Bond (3 ki, 1 minute). As a bonus action, you
  imbue your beast companion with energy. It has advantage
  on Strength checks (including attacks) and Strength saving
  throws. And its attacks deal an additional 1d6 psychic
  damage.
  Greater Split Attack (11 ki). As an action, you and your
  beast companion attack an enemy repeatedly. You and your
  beast companion make 5 attacks each against the target.
  Each attack deals normal damage and lift the target 5 feet in
  the air. The target then falls prone, taking 1d6 buldgeoning
  damage per every 10 feet fell.
  Unleash the Wild (11 ki, 1 minute). As a bonus action,
  you make your beast companion grow to its full potential. The
  beast increases its size by one category. Its AC increases by 2.
  Its speed increases by 30 feet. It gains temporary hit points
  equal to your level. It has advantage on Strength checks
  (including attacks) and Strength saving throws. And its
  attacks deal an additional 2d6 psychic damage.
   
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  PART 4 | KI
  
  Ruinous Raven School
  Power of the Fist style
  You focus your ki into concentrated destruction.
  Martial Stance. You regain 1 ki point each time you take
  damage in combat.
  Raven Blast (1-5 ki). As an action, you gather energy
  around your hand, creating two orbs of energy, plus one
  additional orb per ki point spent. Each orb hits a creature of
  your choice that you can see within 60 feet. An orb deals
  1d4+1 necrotic damage to its target. The orbs all strike
  simultaneously, and you can direct them to hit the same or
  different targets.
  Evil Ray (3-7 ki). As an action, you concentrate deadly
  energy on your fingers. You can release the energy
  immediately, or you can charge it for up to three rounds,
  spending your action on each of those turns. When you
  release the energy, make a ranged attack against a target
  within 30 feet. If successful, the ray deals 2d4 necrotic
  damage per ki point spent.
  For every action spent charging this technique, you can
  choose an additional target within 30 feet from the previous
  target.
  Slicing Claw (5 ki, 1 minute). As an action, you create a
  black disk of energy that appears in the palm of your hand.
  Immediately upon creating it, you may make a ranged attack
  with it against a target within 30 feet. On a hit, the target
  takes 3d+4 necrotic damage.
  As a bonus action, you can direct the disk to attack a target
  within 30 feet from you.
  Grand Feather (11 ki). As an action, you gather your
  energy on both of your hands while extending them upfront.
  Each creature within a 120-feet line in front of you must
  make a successful Constitution saving throw or take 24d4
  necrotic damage and gain one level of exhaustion. On a
  successful save, it takes half as much damage and no
  exhaustion levels.
  Raven's Punishment (1-15 ki). As a reaction to scoring a
  critical hit, you may deal an additional die of damage per
  each ki point spent. If you spend at least 5 ki points, you also
  inflict one exhaustion level for each 5 ki points spent.  
  Saint Armor School
  Power of the Fist style
  You focus your ki into your fists for mystical power.
  Martial Stance. You regain 1 ki point each time you take
  the Dodge or Help action in combat while wearing armor.
  Saint Armor (1-3 ki, conc. 1 minute). As a bonus action,
  you imbue your armor with ki, increasing your AC by 1 point
  per ki point spent while wearing this armor.
  Verve (1-7 ki). As an action, you heal yourself 6 hit points
  per ki point spent. Additionally you gain 2 temporary hit
  points per ki point spent, which dissappear at the beginning
  of your next turn.
  Awareness (3 ki, conc. 1 minute). As a bonus action, you
  gain blindsense within 30 feet from you.
  Acceleration (5 ki, conc. 1 minute). As an action, you act
  as if under the effects of a haste spell.
  Aura of the Saint (5 ki, conc. 1 minute). As an action, you
  create an aura of fear around you. Creatures within 60 feet of
  you must succeed on a Wisdom saving throw or become
  frightened.
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  Shadow Being Arts
  Power of Nothingness style
  You focus your ki into your body for concealment and
  defense.
  Martial Stance. You regain 1 ki point when you use the
  Stealth skill in combat.
  Falling Strike (1-5 ki). You disappear into a pool of
  shadows, and you attack a target within 30 feet from you. As
  part of an action, make an attack roll. On a hit, you deal
  normal damage plus an additional 1d6 necrotic damage for
  each ki point spent.
  Monkey Dance (1 ki). As a bonus action, you become
  invisible until the end of your next round. Anything you are
  wearing or carrying is invisible as long as it is on your person.
  The technique ends if you attack or activate another
  technique. If you spend 3 ki, it becomes a concentration
  technique that can last for up to 1 hour.
  Darkness Aura (3 ki, conc. 10 minutes). Magical
  darkness spreads from you filling a 15-foot-radius sphere for
  the duration. The darkness spreads around corners. A
  creature with darkvision can’t see through this darkness, and
  nonmagical light can’t illuminate it.
  This darkness moves with you, and you can see through it
  without any issues.
  If any of this technique’s area overlaps with an area of light
  created by a technique or spell of 2nd level or lower, the spell
  that created the light is dispelled.
  Umbra Vengeance (1-5 ki). As a reaction to taking
  damage from a target within 60 feet of you that you can see,
  you summon shadows to surround your target. Your target
  must make a successful Dexterity saving throw or take 2d8
  necrotic damage for each ki point spent, or half as much
  damage on a successful save.
  Shadow Embrace (9 ki, conc. 1 minute). Shadows
  emanate from your body, embracing an opponent. Choose a
  creature that you can see within 90 feet. The target must
  make a successful Wisdom saving throw or be paralyzed for
  the duration. This technique has no effect on undead. At the
  end of each of its turns, if the target has taken any damage, it
  can attempt another Wisdom saving throw. On a success, the
  technique ends.
  Sky Emperor School
  Power of the Weapon style
  You focus your ki into your ranged weapons for mystical
  power.
  Martial Stance. You regain 1 ki point each time you take
  the Attack action using a ranged weapon in combat.
  Piercing Arrow (1-3 ki, 1 round). You have learned to
  shoot powerful arrows that can pierce through objects. As a
  bonus action, you imbue your weapon with your ki. If you
  spend 1 ki point you can ignore half-cover and three-quarters
  cover against a target within 30 feet from you. Alternatively, if
  you spend 3 ki points you can ignore all cover against a single
  target within 30 feet from you.
  Earth Bow Heart (1-7 ki). As an action, make a ranged
  attack against a target within 60 feet from you. If successful,
  you deal one additional die of damage per ki point spent.
  They must succeed at a Strength check or be pushed back 5
  feet per ki point spent.
  Thunder Storm Arrow (5 ki). As an action, you shoot to
  the skies to invoke the power of the storms upon your
  enemies. Up to 5 targets within 120 feet from you attempt a
  Dexterity saving throw. On a failed save, they take 4d8
  lightning damage, or half as much on a successful save.
  Autumn Arrow (9 ki). As an action, you summon a rain of
  arrows that fall upon your enemies. Up to 8 targets within
  your line of sight make a Dexterity saving throw. On a failed
  save, they take your normal attack damage.
  Arrow of Death (13 ki).. As an action, you imbue your
  weapon with lethal energy. Choose a single target within 120
  feet from you that has no cover. The target must attempt a
  Constitution saving throw. On a failed save, the target takes
  6d8+40 necrotic damage. On a successful save, it takes your
  normal attack damage.
  30
  PART 4 | KI
  
  Spirit Arts School
  Power of the Weapon style
  You focus your ki for unnatural accuracy.
  Martial Stance.. You regain 1 ki point every time an
  opponent attacks you but fails to hit you. While wielding a
  longsword on one hand and nothing on the other, you
  consider the longsword to have the finesse property.
  Flying Swallow (6 ki). As an action, make an attack roll
  against a single target. If you hit, you deal regular damage
  plus an additional 12d6 fire damage.
  Snowfall (1-7 ki). You attack your opponent multiple times
  at an incredible speed. When you hit an opponent in melee,
  you can deal an additional damage die for each ki point spent.
  Nine-Tailed Fox (9 ki). As an action, make an attack roll
  against a target within 30 feet from you. If successful, roll
  damage as if you had hit your target 9 times. In addition, the
  target must make a successful Constitution saving throw or
  receive 5 exhaustion levels.
  Sky Dragon Flash (15 ki). A secret two-part technique
  and one of the strongest techniques known to swordsmen. As
  an action, make an attack against a target in melee. If
  successful, you deal 15 additional damage dice and your
  target must make a successful Constitution saving throw or
  suffer one level of exhaustion. If your attack misses, you can
  perform the second part of the technique, making a second
  attack roll with advantage as a bonus action. On a hit, you
  deal 20 additional damage dice and your target must make a
  successful Constitution saving throw or die.
  Star Sovereign School
  Power of the Weapon style
  You focus the energy of the cosmos into your weapon.
  Martial Stance.. You regain 1 ki point each time you take
  the Attack action with a finesse weapon in combat.
  Crescent Moon Slash (1 ki). As an action, make an attack
  against a target in melee. If you hit, you deal normal damage
  and the target must make a successful Constitution save or
  be knocked prone.
  Wheel of Fate (1-5 ki). As an action, you can create a
  spinning disk of light beneath a target within 30 feet. The
  disk deals 1d4 radiant damage per ki point spent.
  Divine Star Thrust (1-9 ki). As an action, you concentrate
  your ki into your weapon for a powerful attack. You can
  release the energy immediately, or you can charge it up up to
  three rounds, spending your action on each of those turns. A
  target within 30 feet from you must make a Constitution
  saving throw or take 2d4 radiant damage per ki point spent.
  On a successful save, the target takes half damage.
  For every action spent charging the technique, the damage
  die increases by one (d4>d6>d8>d10) and the range
  increases by 30 feet.
  Rising Moon Light Pillar (7 ki). As an action, you swing
  your weapon summoning a column of water and light in a 10-
  feet-radius, 20-feet-high cylinder centered on a point on the
  ground that you can see within 60 feet. Each creature in the
  area must make a Dexterity saving throw. A creature takes
  3d6 radiant damage and 3d6 cold damage on a failed save, or
  half as much on a successful one. Any creature that fails the
  saving throw is also knocked prone.
  Celestial Revolution (13 ki). As an action you channel
  your ki into your weapon, slamming the ground and then
  rising your weapon to the sky. Any creatures within a line 120
  feet and 60 feet wide in front of you must make a
  Constitution saving throw or take 10d6+60 radiant damage
  and gain a level of exhaustion. Creatures who make the
  saving throw take half as much damage and no exhaustion
  levels.
  Stiletto Waltz School
  Power of Nothingness style
  You channel your ki for an amazing display of weapon
  manipulation.
  Martial Stance. You regain 1 ki point every time you take
  the Attack action with a light weapon in combat.
  First Beat: Hatred Spinning (1 ki, 1 round) As a bonus
  action, you spin around, confusing a target within 10 feet
  from you. On your next attack you can deal your extra sneak
  attack damage against that target.
  Second Beat: Dagger Ballroom (3-7 ki, conc. 1 minute)
  As an action, you channel your ki to create multiple daggers
  in the air. These daggers cover a 5-foot-radius sphere
  centered on you. Each creature that enters the area, ends its
  turn or leaves the area takes 1d4 slashing damage per ki
  point spent.
  Third Beat: Hesitation Splash (5 ki, conc. 1 minute) As
  an action, you summon a noxious cloud with a macabre
  dance. A 20-foot-radius sphere of purple mist spreads around
  a point you chose within 90 feet from you.
  Eeach round, any creature in the area must must attempt a
  Constitution saving throw against poison. On a failed save,
  the creature spends its action that turn retching and reeling.
  Creatures that don’t need to breathe or are immune to poison
  automatically succeed on this saving throw.
  If a creature is concentrating within the technique’s area, it
  must make a Constitution saving throw or lose concentration.
  Missing Beat: Light Dagger (1-9 ki) As an action, you
  make an unnatural movement that creates a dagger of pure
  energy. You can throw this dagger against a target within 120
  feet from you. The target takes 1d4 radiant damage per ki
  point spent and must make a Constitution saving throw or
  become poisoned for 1 round.
  31
  PART 4 | KI
  
  True Dance: Zero Slash (13 ki). As an action, you unleash
  the true power of this style. You move toward a target within
  30 feet from you at great speed, appearing behind the target.
  Immediately, an explosion of light and darkness surrounds
  your target, dealing 15d6 radiant damage plus your sneak
  attack damage, and your target gains two levels of
  exhaustion. You gain a level of exhaustion after performing
  this technique.
  Substitution Spy Arts
  Power of Nothingness style
  You focus your ki into your body to confuse your
  opponents.
  Martial Stance. You regain 1 ki point when you use the
  Stealth skill in combat.
  Ground Slash (1 ki). Once per turn, you may activate this
  technique when you hit a creature if you have advantage on
  the attack roll. If you do, you knock the target prone.
  Sky Slash (1 ki). Once per turn, you may activate this
  technique when you hit a creature if you have advantage on
  the attack roll. If you do, you stun the target for 1 round.
  Silent Shadow (1 ki). As a reaction to being attacked or
  targeted by an ability, you create an afterimage of yourself to
  distract your opponent. Your target must be within 30 feet
  and attempt a Wisdom saving throw. If it fails, your target
  believes the aftershadow is real and you can move up to your
  speed with an advantage on Dexterity (Stealth) checks until
  the beginning of your next turn. If your target succeeds on its
  save, the technique ends and the attack is resolved normally.
  Explosive Dissapearance (5 ki). As an action, you activate
  a set of ki bombs hiding in your body. Each creature in a 20
  foot radius you must attempt a Dexterity saving throw. A
  creature takes 5d8 fire damage on a failed save, or half as
  much damage on a successful one. In addition, you gain
  advantage on Dexterity (Stealth) checks until the beginning
  of your next turn.
  Replication (7 ki). As a reaction to being targeted by a
  technique, make a Wisdom check. The DC equals 5 + the
  amount of ki spent on the technique. If successful, you can
  immediately perform the same technique. You use your own
  bonuses and make any attack rolls and checks as necessary.
  Transcendent Weapon School
  Power of the Weapon style
  You focus your ki into your weapon to awaken its true form.
  Martial Stance.. You regain 1 ki point each time you take
  damage in combat.
  Awaken Weapon (3 ki, 1 hour). You can awaken greater
  power to your weapon. By spending ki as a bonus action, your
  weapon becomes a magic weapon with a +1 bonus to attack
  and damage.
  This power can be further enhanced. If you spend 6 ki the
  bonus becomes +2 instead, and if you spend 9 ki the bonus
  becomes +3 instead.
  Elemental Infusion (5 ki, 1 hour). As a bonus action, you
  infuse your weapon with elemental energy. Select one type of
  energy: acid, cold, fire, lightning, or thunder. Your weapon
  deals damage of that type for the duration of this ability, and
  it deals an additional die of damage.
  Energy Strike (1-5 ki). As an action, make a melee attack
  against a creature. If the attack is successful, you deal your
  normal damage, plus one additional damage die per ki spent.
  Living Spirit Weapon (5 ki, 1 hour).. As an action, your
  weapon becomes a living creature of challenge rating 2 or
  lower. The creature turns back into a weapon when it drops
  to 0 hit points or when the technique ends.
  The weapon creature is friendly to you and your
  companions for the duration. It acts on its own initiative. It
  obeys any verbal commands that you issue to it (no action
  required by you). If you don’t issue any commands to the
  creature, it defends itself from hostile creatures but
  otherwise takes no action.
  When you use this ability for the first time, you choose the
  form your weapon takes. It will take the same form every
  time you summon it.
  Heavenly Destruction Impact (9 ki). As a bonus action,
  you charge your weapon with destructive force. On your next
  successful attack, you deal an additional 5d6 radiant and 5d6
  necrotic damage.
  Turtle Hermit School
  Power of the Fist style
  You focus your ki into your fists for mystical power.
  Martial Stance.. You regain 1 ki point each time you take
  the Attack action in combat.
  After Image (3 ki). As an action you are under the effects
  of a mirror image spell.
  Solar Strike (1 ki). As an action, you channel your ki
  through your hands to create a blinding light. Enemies in a
  30 foot radius must make a Dexterity saving throw or be
  blinded for 1 turn.
  Dual Hand Wave (3 ki). You can double the effects of one
  of your basics. Select one ki basic that targets only one
  creature and doesn’t have a range of self. As an action, you
  can use that ki basic twice. Attack rolls and saving throws, if
  any, are resolved seperately for each basic.
  32
  PART 4 | KI
  
  Turtle Wave (5-9 ki). As an action, you create an energy
  beam capable of great destruction. A beam of energy forming
  a line of 100 feet long and 5 feet wide blasts out from you in a
  direction you choose. Each creature in the line must make a
  Dexterity saving throw. A target takes 3d6 psychic damage
  per point of ki spent on a failed save, or half as much damage
  on a successful one.
  Two Heavens Form
  Power of the Weapon style
  Your training focuses on using two weapons at once.
  Martial Stance. You regain 1 ki point each time you take
  the Attack action in combat.
  Weapon Deflection (1 ki). As a reaction from an attack or
  technique, you defend yourself using an offhand weapon.
  Until the start of your next turn, you gain a +5 bonus to AC.
  Dangerous Weapons (3 ki).. You can activate this ability
  after successfully hitting the same target twice in the same
  round. You push the target 10 feet in any direction, and you
  deal an additional 6d6 damage. The damage type is the same
  as your weapon damage.
  Fang God Lunge (7 ki). As an action, you unleash a
  barrage of impossibly fast strikes. As part of this technique,
  you move toward a target within 30 feet from you. The target
  must make a successful Dexterity saving throw or take 10d6
  damage and be knocked prone. On a successful save, the
  target takes half damage and isn't knocked prone. The type of
  damage is the same as your weapon's.
  Wander (3-7 ki). As an action, you move at an incredible
  speed to attack multiple enemies. You can move up to twice
  your speed, and you can make a number of attacks equal to
  the amount of ki points spent. Each attack must target a
  different opponent.
  Venom Fang Arts
  Power of Nothingness style
  You use your ki to create poison.
  Martial Stance. You regain 1 ki point each time you use
  the Attack action in combat against a poisoned target.
  Venomous Strike (1 ki, 1 minute). As a reaction, when
  you hit an opponent in combat, you may attempt to poison it.
  Your target makes a Constitution saving throw or becomes
  poisoned for 1 minute.
  Sickening Sequence (3 ki, conc. 1 minute). As a bonus
  action, you imbue your weapons with venomous energy. For
  the duration of this technique, any weapon you are holding
  deals an additional 1d4 poison damage.
  Venom Fang (5 ki). As an action, you can worsen the
  condition of a poisoned creature within 30 feet from you. The
  target must make a successful Constitution save or take 5d12
  poison damage and become blinded or deafened (your
  choice) as long as it is still poisoned. On a successful save the
  target takes only half the damage and suffers no other effects.
  Incapacitating Strike (5 ki). As an action, you can strike
  and weaken a foe with a secret technique. As an action, make
  an attack roll against a target in melee. On a hit, you deal
  normal damage and the target becomes poisoned and
  paralyzed for 1 minute.
  Purple Mist (9 ki). As an action, you cast the cloudkill
  spell as a 5th level spell. The fog created by this technique is
  purple colored, and any creatured affected by it becomes
  poisoned in addition to its other effects.
  Wandering Colossus School
  Power of the Weapon style
  You focus your ki into your weapon for physical power.
  Martial Stance. You regain 1 ki point each time you take
  the Attack action using a two-handed weapon.
  Powerful Blade (1-5 ki).. When you hit a target in combat,
  you can activate this technique to inflict additional damage.
  You deal an additional die of damage per ki point spent.
  Heaven Cruncher (2 ki). As a bonus action, you summon a
  strong wind that lifts your opponent from the ground. Your
  target must make a successful Strength saving throw or be
  lifted 15 feet in the air. Your target takes 1d6 bludgeoning
  damage from the fall and is knocked prone.
  Cyclone Slash (3 ki, conc. 1 min). As an action, you spin
  your weapon with great strength, replicating the effects of a
  gust of wind spell.
  Earthquake Slice (3 ki). As an action, you leap into the air
  and slam your enemy from above. Make an attack roll. On a
  hit, you deal your normal damage plus an additional 4d6
  slashing damage. Your target must make a successful
  Constitution save or be knocked prone.
  Infinite Wave (4 ki). As an action, you unleash a series of
  energy attacks shooting from your sword in a 60-foot cone.
  Each prone creature in the area of the technique must make
  a Dexterity saving throw or take 10d6 psychic damage. On a
  successful save, it takes half damage.
  Water Moon Arts
  Power of Nothingness style
  You use your ki to affect the environment surrounding you.
  Martial Stance. You have resistance to cold damage.
  33
  PART 4 | KI
  
     Floating Moon (1-3 ki). As a reaction when attacked in
  melee, a water bubble appears betwen you and the attacker.
  The damage you received is reduced by 2d6 for every ki point
  spent, and the attacker receives the same amount in
  bludgeoning damage from the explosion of the bubble.
  Moon Light (1-5 ki). As an action, you shoot light beams
  from your fingertips. You shoot an additional beam for each
  additional ki point spent. Make a ranged attack roll for each
  beam separately. On a hit, each beam deals 1d4+1 radiant
  damage.
  Lotus Dagger (3 ki, conc. 10 minutes). As a bonus action,
  you evoke a water dagger in your free hand. If you let go of the
  blade, it disappears, but you can evoke the blade again as a
  bonus action. You can use the dagger as a melee weapon. On
  a hit, the target takes 3d4 piercing damage. The dagger can
  be made stronger by spending additional ki. For every 2 ki
  you spend the dagger deals an additional 1d4 damage.
  Rising Moon Wave (11 ki) As an action you cast the
  freezing sphere spell as a 6th level spell.
  Moon Ring Wave (3-8 ki). As an action, you summon three
  water columns from the ground. They can appear under the
  same target or under different targets. Make a ranged attack
  roll for each column. On a hit, the target takes 2d6 cold
  damage. You can create one additional column for every
  additional ki point you spend beyond 3, to a maximum of 8.
  Rain Dance (7 ki). As an action, you can cast the control
  water spell.
  Wrestling Bear School
  Power of the Fist style
  You focus your ki into your body for powerful grappling
  effects.
  Martial Stance. You regain 1 ki point each time you use
  the Grapple action in combat.
  Iron Skin (5 ki, conc. 1 hour). As an action, your harden
  your skin becoming imprevious to damage. For the duration
  of the technique, you gain resistance to bludgeoning, piercing,
  and slashing damage.
  Twisted Lasso (1-8 ki).. As an action, make an unarmed
  attack against a target in melee. If you hit, your target must
  make a successful Dexterity saving throw or have their speed
  reduced to 0 until the end of your next turn.
  For each ki point you spend beyond the first, you can
  choose and additional target.
  Cyclone (3 ki). As a bonus action, you summon a gust of
  wind that attracts enemies toward you. Any targets in a 60
  foot radius must make a Strength saving throw or be pushed
  30 feet toward you.
  Tornado Slam (7 ki). As an action, make an unarmed
  attack against a target in melee. If you hit, you launch your
  target into the air and then pin it to the ground. The target
  takes 14d6 bludgeoning damage and is knocked prone.  
   
   
   
  Ki Basics
  Ki basics are minor techniques that require ki power but
  don’t drain the reservoir of ki.
  Basics are similar to styles and use the same rules, but
  with three important exceptions:
  Basics don’t require you to spend ki points to use them.
  Basics aren’t linked to Styles.
  The basics are presented below in alphabetical order.
  Awesome Blow
  Ki Basics
  As an action, you attempt to blow an opponent away with
  your ki. The target makes a Strength saving throw or is
  pushed 10 feet away from you in a direction you choose.
  The distance pushed increases by 10 feet when you reach
  5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).
  Break Stuff
  Ki Basics
  As a bonus action, you channel some of your ki to empower
  your strikes against inanimate objects. During your next turn,
  all your attacks against unattended objects do an additional
  1d10 damage and you ignore their damage threshold.
  Demolisher Strike
  Ki Basics
  As an action, make a melee attack against a target. On a
  hit, the target suffers the attack's normal effects and must
  make a Constitution saving throw. If it fails, it becomes
  incapacitated for 1 turn.
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  PART 4 | KI
  
  Dodge Leap
  Ki Basics
  As a reaction to being targeted by any attack or ability, you
  can attempt to leap out of danger. If the attack misses or you
  make the saving throw against the ability, you can move 5 feet
  in any direction following the normal rules for movement.
  Elemental Blast
  Ki Basics
  As an action, you shoot a blast of elemental ki against a
  target you can see within 90 feet. The target must succeed on
  a Dexterity saving throw or take 1d8 acid, cold, fire, lightning,
  or thunder damage (your choice).
  The basic’s damage increases by 1d8 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Grab Weapon
  Ki Basics
  As an action, you attempt to disarm a target. Make an
  attack roll against a target in melee. If successful, the target
  must make a successful Strength save or drop their weapon
  5 feet away in a direction you choose. If you have at least one
  free hand, you can grab the target's weapon instead.
  Heaven's Rush
  Ki Basics
  As a bonus action, make a shove check against a target. If
  you succeed, you deal normal damage and the next attack roll
  against your target has advantage.
  Heavenly Ring
  Ki Basics
  When you take the Attack action you may attempt a
  Dexterity (Acrobatics) check DC 10. If you succeed, you can
  treat one-handed weapons as if they had the finesse and light
  properties until the beginning of your next turn.
  Juggle Hit
  Ki Basics
  As a bonus action, make an unarmed attack against a
  target no more than one size larger than you. If you hit, you
  raise your target 5 feet in the air and the next attack roll
  against it has advantage. Your target must make a successful
  Dexterity saving throw or fall prone at the end of your turn.
  Ki Blast
  Ki Basics
  As an action, you target one creature you can see within 90
  feet of you. The target must succeed on a Dexterity saving
  throw or take 1d6 psychic damage.
  The basic’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Ki Channeling
  Ki Basics
  As an action, you can do any of the following abilities:
  You can restore or wither a flower or small plant by
  infusing some ki into it.
  You generate a small gust of wind that can turn off a torch
  or candle within 60 feet from you, or that can close an
  open wooden door.
  If a tiny beast died within the last minute due to
  environmental or natural causes, you can bring it back to
  life.
  Ki Focus
  Ki Basics
  You focus your senses on a target within 30 feet from you.
  Your focus grants you a brief insight into the target’s
  defenses. On your next turn, you gain advantage on your first
  attack roll against the target.
  Mist Blast
  Ki Basics
  As a bonus action, you channel your ki into your weapons.
  Any weapons you use until the beginning of your next turn
  gain the thrown property with a range increment of 20/60
  feet.
  Weapon Draw Strike
  Ki Basics
  As an action, you draw a stowed weapon and make a melee
  attack with it against a target. You can't use a two handed
  weapon. On a hit, the target suffers the attack's normal
  effects plus an additional 1d6 force damage.
  The basic’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Purple Dusk
  Ki Basics
  As a bonus action on a turn when you have hit an opponent
  that is at least 5 feet below you, you may activate this basic. If
  you do, you deal one additional die of damage to the target.
  Shoulder Throw
  Ki Basics
  As an action, make an unarmed attack against a target. On
  a hit, the target suffers the attack's normal effects and must
  make a Dexterity saving throw or is knocked prone.
  Thunder Strike
  Ki Basics
  As part of the action used to activate this basic, you must
  make a melee attack with a weapon against a target. When
  attacking, you must use a weapon with both hands. On a hit,
  the target suffers the attack's normal effects plus an
  additional 1d8 thunder damage.
  The basic’s damage increases by 1d6 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Wall Walk
  Ki Basics
  As a bonus action, you channel ki into your body for great
  movement. Until the beginning of your next turn, you gain a
  climb speed of 30 feet and don't need to use your hands while
  climbing.
  Water Walk
  Ki Basics
  As a bonus action, you channel ki into your feet for great
  movement. Until the beginning of your next round, you can
  ignore difficult terrain and walk on liquids.
  35
  PART 4 | KI
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Unleash Your
  Inner Power
  Ki is usually described as the life energy flowing through
  our body, which grants us the ability to perform our daily
  routine and activities. However, there are rumours that this
  same energy can be used as a tool to unlock all kinds of
  mysterious abilities.  
   
  Unleash the power of ki in your characters and in
  your world with new races, items, and abilities
  for characters of any class drawn from popular eastern
  culture media. The concept of ki, already used by the monk
  class in the core rules, is expanded upon and extended
  to characters of all walks of life.
  For use with the fifth edition Player's Handbook©,
  Monster Manual© and Dungeon Master's
  Guide©, this book provides races, class features,
  items and character options needed to play
  characters that use the power of ki.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Book of Ki.pdf