Way of the Ki Master

Way of the Ki Master

The Ki Master has honed their ability to channel and manipulate bodily energy in such a way that they can unleash devastating attacks made of pure force. Their training is rigorous and blurs the lines between physical strength and mental prowess. The amount of Ki energy that they can contain within them is greater than that of most other monks, and allows them to transcend the limitations of even a perfect body, being able to fly and teleport through the air. This is a great subclass for a group missing an evocation spellcaster that might need access to area damage but still needs a fighting class on the front lines.es more effectively.

Ki Blast

At third level, you can spend one Ki point to unleash your Ki in a powerful blast of energy to damage your foes. This attack can take on a variety of forms that you choose. If the attack is concentrated on only one target, the damage is 2d10+your WIS modifier force damage and takes the form of either a ray or ball of energy launched from your hand and with a range of 60 ft. Alternatively, you may choose to widen the scope of your Ki blast into a 15 ft. cone, a 30 ft. line, or a 10 ft. radius burst (centered at a point up to 40 ft. away). Creatures caught in the area of one of these Ki blasts will take 2d6+your WIS modifier force damage. Regardless of the form of your Ki blast, a creature affected by it may make a DEX saving throw with a DC equal to that of your other Ki abilities. Creatures that succeed at this saving throw take half damage.

Ki Disciple

At third level, your maximum Ki points increases by 2.

Ki Charge

At sixth level, you can stand in place to charge your Ki Blast ability, gathering energy from your force of will and from the flow of energy in the environment. Your movement speed becomes 0 for the round and you cannot take actions, bonus actions, or reactions until your next turn. Each round that you spend charging your Ki blast costs 1 Ki point, but increases the damage of your next Ki blast made within the next 1 minute by 2 damage dice and increases the saving throw DC by 1.

Ki Radiance

At sixth level, you gain two new ways to use your Ki:

  • Energy Buffet: You may spend a Ki point using your reaction to gain resistance to all damage until the start of your next turn.
  • Burst of Power: You may spend a Ki point using a bonus action to gain +5 on your next Athletics skill check made before your next round.

Ki Flight

At eleventh level, you gain a Fly speed of 30 ft. as long as you have at least 3 Ki points remaining.

Ki Master

At eleventh level, your maximum Ki points increases by 2.

Instant Transmission

At seventeenth level, you can cast the spell Misty Step at will as long as you have at least 6 Ki points remaining.

Way of the Zerth Cenobite

Way of the Zerth Cenobite

The Zerth Cenobite is a student of time and the body’s movement through it. For the Cenobite, time has become simply another dimension to move through. The teachings of the Zerthin style have been passed down through Githzerai monks from deep within the plane of Limbo. A useful subclass for a creative player that rewards forward thinking. It is a great for Banishing the biggest threat in an encounter to make it easier on the rest of the team. It is also a near-impossible class to kill with its ability to become temporarily invulnerable or step forward in time to evade danger on top of a monk’s regular tendency to skirt death.

Temporal Strike

At third level, you gain the ability to hit enemies forward in time a number of rounds equal to your monk level when you hit an enemy with an unarmed strike. The creature must make a WIS saving throw to resist the effect. If the effect is resisted, the creature is only moved forward in time by one round. Once you use this ability, it cannot be used again until you finish a short rest to meditate on the passage of time.

Future Sight

At third level, you may spend 1 Ki Point to cast Augury as the spell.

Timeless Step

At sixth level, you are able to step forward in time any number of rounds up to your Monk level using an action. To the rest of the world, you have effectively disappeared in a soft flash of light, ceasing to exist until you return. You return at the start of the round, without any changes to your status from the moment you used the ability. You can use this ability once per short rest.

Temporal Acceleration

At eleventh level, you may spend 1 Ki point to accelerate your timeframe for one round, gaining an extra action and doubling your movement speed for that round. Once you use this ability, you may not use it again until you complete a long rest.

Temporal Distillation

At seventeenth level, you can emerge from mortal peril unscathed by entering an alternate timeline where no harm has befallen you. At the start of any round (regardless of any and all status conditions affecting you), you may use this ability to return to your state at the beginning of the previous round. Any status conditions, changes to your hit point values, spells cast upon you, or movement taken or imposed upon you since the start of your last turn is removed. This does not change the results of any rolls or uses of abilities since the last round, just your bodily status and position since the last round. No other creatures are affected by this ability. Once this ability is used, it cannot be used again until you finish a long rest.

Way of the Drunken Master

Way of the Drunken Master

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed.

Drunken Technique

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester.

You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Drunkard’s Luck

Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Way of the Swordsage

Way of the Swordsage

A master of martial maneuvers, the Swordsage is a physical adept — a blade wizard whose knowledge of the Sublime Way lets her unlock blinding speed and spiritual transcendence. Unlike other monks, the Swordsage trains with his weapon as well as his martial arts, practicing relentless discipline to hone her skills and perfect her combat maneuvers. The Masters of the Sublime way are a blur of deadly strikes on the battlefield, evidence of years of intensive training and meditation.

 Bonus Proficiencies

When you choose this path at 3rd level, you gain proficiency in martial weapons that do not have the Heavy property. Martial weapons are also treated as monk weapons for the purposes of monk class features.

Combat Discipline

Beginning at 3rd level, your training and discipline have taught you to channel your Ki into deadly combat maneuvers.

Maneuvers. You can prepare five maneuvers of your choice, which are detailed under “Maneuvers” in the Fighter class description. You may reselect these maneuvers each time you complete a long rest. You learn to prepare two additional maneuvers of your choice at 6th, 11th, and 17th level.
Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. Once you have used a prepared maneuver it becomes unprepared and you may not use it again until you complete short or long rest. You may, however, use your action to meditate on a single maneuver to prepare it again.

Superiority Dice. Your superiority dice begin as d4s, and change as shown in the Martial Arts column of the Monk table. When you elect to use a maneuver, you may use a superiority die by expending 1 Ki point.

Saving Throws. When one of your maneuvers requires your target to make a saving throw to resist the maneuver’s effects, use your Ki save DC.

Quick to Act

By 6th level, you are exceptionally quick to act, and have advantage on initiative rolls.

Mystic Jaunt

At 11th level, you can strike an enemy within the span of a moment. As a bonus action, you can spend 2 Ki points to teleport up to 60 feet to a space that you can see adjacent to an enemy. You then have advantage on the first attack you make before the end of your turn.

Sublime Way

By 17th level, you have mastered the Sublime Way and can strike with perfect form. You may now use two different maneuvers on a single attack, expending Ki points separately for each.