TEXT: Martial Archetype
  At 3rd level, a fighter gains the Martial Archetype feature. The
  following Ki Tyrant option is available to a fighter, in addition
  to those normally offered.
  Ki Tyrant
  There are rare fighters throughout the multiverse who hone
  their inner ki, the energy that pervades all things and channel
  it to make their attacks deadlier. Unlike monks, specifically
  psi-knights, who struggle to maintain balance and discipline,
  ki tyrants bind their ki with anger, aggression, and fear. As
  such, most ki tyrants lean towards the evil and chaotic
  alignments, however, there are those who manage to
  maintain neutrality.
  Bonus Proficiencies
  Also at 3rd level, you gain proficiency with energy swords (see
  the sidebar). In addition, whenever you make an ability check
  that uses tinker's tools related to repairing or crafting an
  energy sword, you are considered proficient in tinker's tools
  and add double your proficiency bonus to the check, instead
  of your normal proficiency bonus.
  Ki
  Starting at 3rd level when you choose this archetype, you can
  harness the mystic energy of ki. This grants you access to a
  number of kit points. Your fighter level determines the
  number of points you have, as shown in the Ki Points column
  of the Ki Tyrant table.
  Similar to monks, you can spend these points to fuel
  various ki features. You start knowing three such features:
  Aggressive Strike, Ki Choke, and Ki Defense. You learn more
  ki features as you gain levels in this class.
  When you spend a ki point, it is unavailable until you finish
  a short or long rest, at the end of which you draw all of your
  expended ki back into yourself. You must spend at least 30
  minutes of the rest dwelling on those who've wronged you to
  regain your ki points.
  Art: Fat Goblin Games and Shutterstock
  Ki Tyrant
  Fighter
  Level
  Ki
  Points Features
  3rd
  1
  Bonus Proficiencies, Ki, Mind Over Matter
  4th
  1
  —
  5th
  1
  —
  6th
  2
  —
  7th
  2
  Forceful Charge
  8th
  2
  —
  9th
  3
  —
  10th
  3
  Relentless Fury
  11th
  3
  —
  12th
  4
  —
  13th
  4
  —
  14th
  4
  —
  15th
  5
  Tyrant's Presence
  16th
  5
  —
  17th
  5
  —
  18th
  6
  Improved Mind Over Matter, Improved Ki
  Features
  19th
  6
  —
  20th
  6
  —
  1
  Martial Archetypes | Ki Tyrant
  
      Some of your ki features require your target to make a
  saving throw to resist the feature's effects. The saving throw
  DC is calculated as follows:
  Ki save DC = 8 + your proficiency bonus + your Wisdom
  modifier
  Aggressive Strike. You use your ki to empower one of your
  attacks. Once per turn, when you hit a creature with one of
  your attacks, you can spend 1 ki point to deal one extra die of
  damage of the weapon's damage type.
  You can spend additional ki points to deal an extra die of
  damage of the weapon's type. Each point you spend, to a
  maximum of 3, increases the number of the weapon's damage
  dice you roll by one.
  Ki Choke. As an action, you can spend 1 ki point to target
  a creature within 30 feet of you. The target must make a
  Constitution saving throw. On a failed saving throw, the
  creature takes 2d6 bludgeoning damage and begins to
  suffocate until the end of your next turn, almost as if you were
  choking it with your own hand. On the creature's turn, it can
  use its action to repeat its saving throw, ending the effect on
  itself with a success. On subsequent turns, you can use your
  action or bonus action to spend 1 additional ki point in order
  to maintain the choke, dealing an additional 2d6 bludgeoning
  damage. The effect lasts as long as you concentrate on it (as
  if concentrating on a spell), for up to one minute or if you
  don't use your action or bonus action to maintain the choke
  on your turn.
  You can increase the choke's damage and recurring
  damage by spending ki points. Each point you spend, to a
  maximum of 3, increases the damage by 2d6.
  After you reach 18th level, the target is also restrained
  while you maintain the choke.
  Ki Defense. You can use your reaction to deflect ranged
  weapon and spell attacks when you are hit by one. When you
  do so, the damage you take from the attack is reduced by
  1d12 + your Wisdom modifier.
  You can increase the damage that you reduce with this
  effect by spending kit points. Each point you spend, to a
  maximum of 3, reduces the damage by an additional 1d12.
  Mind Over Matter
  At 3rd level, you learn the mage hand cantrip, requiring only
  somatic components. When you use this feature to cast the
  cantrip, the hand is invisible.
  Forceful Charge
  At 7th level, your anger and hatred thrust you into combat,
  allowing you to strike hard and fast against your foes. As a
  bonus action, you can spend 1 ki point to take the Dash
  action on your turn. While using this feature, if you move 10
  feet straight towards a creature, you can also make a single
  weapon attack as part of the same bonus action; you make
  this attack with advantage.
  If you hit the target, it must make a Wisdom saving throw.
  On a failed saving throw, nothing happens. On a successful
  one, the creature has advantage on its next attack roll against
  you until the end of its next turn.
  Relentless Fury
  Starting at 10th level, when you roll initiative and have no ki
  points remaining, you regain 1 ki point.
  After you reach 18th level, the ki you regain with this
  feature increases to 2 ki points.
  Tyrant's Presence
  At 15th level, you can spend 3 ki points to unravel your
  enemyies' confidence. When you do so, each creature within
  30 feet of you that is hostile towards you must make a
  Wisdom saving throw. On a failed saving throw, the creature
  becomes frightened of you. The creature remains frightened
  of you until it moves 100 feet or more away from you or it
  uses its action to repeat the saving throw, ending the effect on
  itself with a success. A creature that succeeds on its saving
  throw or the effect ends for it is immune to this feature's
  frightening effect for 24 hours.
  Improved Mind Over Matter
  At 18th level, you can spend 3 ki points to cast telekinesis.
  Energy Sword
  An energy sword is a martial melee weapon. It
  costs 250 gp and weighs 3 lbs. The weapon deals
  1d8 radiant damage on a hit. It has the versatile
  (1d10) property.
  2
  Martial Archetypes | Ki Tyrant
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DmDave/DMDave - Ki Tyrant.pdf