5e WIKIDOT 5.5e WIKIDOT

MULTICLASS ABILITIES: 13 DEX AND WIS

HIT DIE: D10

ARMOR: none

WEAPONS: none

TOOLS: Choose one artisan tool and one musical instrument.

SAVES: DEX CON WIS

SKILLS (TWO FROM): Any skill, besides Initiative.

LEVEL 1

MARTIAL ARTIST:

You have dedicated years to perfecting every aspect of a specific weapon, so much that it has shaped your very being. Choose one melee weapon to become an expert on - you can instead choose Unarmed Strikes. You gain the following benfits:

-PERFECTED TECHNIQUE: Instead of proficiency, you have expertise with the weapon.

-DEXTROUS MOVEMENTS: You can use STR or DEX for attack and damage rolls with the weapon and special attacks such as Grapple or Shove.

-WEAPON AURA: Instead of its regular damage die, roll 2d4. The damage will improve at certain levels. Attacks with your chosen weapon are considered magical, as your core fills its form with power.

UNARMORED DEFENSE: While not wearing armor or shield, your AC is equal to 10+DEXmod+WISmod.

LEVEL 2

CORE MANIPULATION: You have trained to utilize your core to perform feats of physcial prowess. You keep a well of power within it that you can draw upon. The well has KI points equal to twice your Savant evel. You regain your expended KI when you take a SR. Choose 3 Core Manipulation Techniques.

FLEETNESS: Your movement speed increases by 10ft. You have advantage on checks to avoid being grappled or shoved.

LEVEL 3

TRADITION (SAVANT SUBCLASS)

DEFLECT ATTACK: When hit by an attack that deals piercing, bludgeoning, or slashing damage, you can use your Reaction to deflect it. Reduce the damage by 1d10+SavantLevel+DEXmod. If you reduce the damage to 0, you can expend 1 KI to redirect(if melee, target within 5ft) or catch and throw(if ranged, target within 30ft) and deal your Weapon Aura damage.

LEVEL 4

ABI

CLOUD STEP: Your jump distance and height is doubled. Non-magical difficult terrain does not cost you extra movement. Your fall damage is also reduced by 5x your Savant Level.

LEVEL 5

EXTRA ATTACK

Improved Extra Attack: Monk Optional 5th-Level Monk Feature

This feature replaces the Extra Attack feature and works with features that interact with Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.

When you reach 7th level in this class, you learn to capture your enemy’s ki as you strike, transferring its life force to revitalise your own. At the end of your turn, you gain temporary hit points equal to thrice the number of weapon attacks you made that hit a non-Construct creature that turn.

NEW CORE MANIPULATION: Pick another core manipulation Technique.

LEVEL 6

SUBCLASS

LEVEL 7

EVASION: When you make A DEX save to avoid/lessen an effect, you take half damage on a fail and no damage on a success.

LEVEL 8

ABI

NEW CORE MANIPULATION: Pick another core manipulation Technique.

LEVEL 9

SOARING STEPS: You can move along vertical surfaces and across liquids while moving during your turn without falling. You climb and swim as fast as you walk.

LEVEL 10

SUBCLASS

LEVEL 11

DISCIPLINED MIND: At the end of your turn, you can wnd one of these conditions on yourself: frightened, charmed or poisoned.

NEW CORE MANIPULATION: Pick another core manipulation Technique.

LEVEL 12

ABI

LEVEL 13

DEFLECT ENERGIES: You can now use your DEFLECT ATTACKS feature on any damage type.

LEVEL 14

NEW CORE MANIPULATION: Pick another core manipulation Technique.

LEVEL 15

SUBCLASS

LEVEL 16

ABI

LEVEL 17

NEW CORE MANIPULATION: Pick another core manipulation Technique.

LEVEL 18

TIMELESS BODY: You no longer feel the effects of age, and you can't be aged magically. You do not require food or water and do not need to sleep, instead performing meditation.

LEVEL 19

BODY AND MIND: Your DEX and WIS scores increas by 4, and their maximums become 25.

LEVEL 20

EPIC BOON

Core Manipulation Techniques:

Step of the Wind:

1 KI. Bonus Action. You speed increases by 10ft and you do not provoke opportunity attacks until the start of your next turn.

Step of the Storm:

1 KI. Action. Move near instantly to a spot within 30ft. This does not provoke opportunity attacks. In a 5ft radius centered on you starting point, creatures make a DEX save or take your Weapon Aura damage.

Step of the Dragon:

1 KI. Bonus Action. Jump upwards, up to a number of feet equal to 3 times your DEX score.

Circulate KI:

1 KI. Bonus Action. Gain +3 on your next STR or DEX based roll.

Oni's Rage:

5 KI. Bonus Action. All your attacks that hit this turn become critical hits.

Mountain Palace:

1 KI. Bonus Action. Gain a resistance to a damage type of your choice until the start of your next turn.

Diamond Soul:

1-2 KI. Reaction. When you fail a save, you can reroll it. By spending an extra KI, you can roll as if you were proficient with the save if you aren't.

Fox's Keenness:

1-3 KI. Bonus Action. Gain +2 on Perception checks for the next minute for each KI you spend.

Seasoned Warrior:

2 KI. Reaction. When you roll intiative, you can reroll. Also, you won't be considered suprised.

KI Blast:

2 KI. Action. Choose a target you see within 60ft. They must succeed a STR save or take double your Weapon Aura damage as they become engulfed in your KI. Half on success.

KI Cannon:

4 KI. Action. Fire a 5ft wide, 30ft long line of KI. Creature in the area make a DEX save or take double your Weapon Aura damage. Half on success.

Elemental Aura:

1 KI. ----. While doing your Weapon Aura damage, you can change its damage type to fire, electric, cold, force, poison, or acid.

Greater Weapon Aura:

1 KI. Bonus Action. Your attacks using your Weapon Aura have an increased reach by 10ft until the start of your next turn.

Aura Missile:

2 KI. Bonus Action. The next ranged weapon attack you make that uses your Weapon Aura will seek out its target and explode with your KI. The attack has advantage, and the target cant benefit from 1/2 or 3/4 cover. The attack is considered critical if it hits.

Acupressure:

1-3 KI. Action. By performing KI infused acupressure, you can heal a creature by your Weapon Aura damage amount. Using more KI lets you double or triple the amount of dice rolled. You can forgo one roll of your Weapon Aura to instead remove a condition.

Stunning Strike:

2 KI. -----. When hitting a creature with a melee attack, make the target roll a CON save or become stunned until the start of your next turn.

True Comprehension:

2 KI. Action. For 1 hour, you can comprehend any spoken language and have advantage on Insight checks to detect lies or hidden meanings in conversation.

Soul Link:

5 KI. Action. For 3 hours, you link your soul with another willing creature, creating a telepathic bond. You can telepathically communicate while on the same plane and spend an action to see and hear through the other creature's perspective.

Empowered Shout:

1 KI. Action. You infuse your voice with KI, making it boom up to 300 ft away for 1 minute, even through walls. You gain advantage on Intimidation checks during the duration.

KI Injection:

2 KI. Bonus Action. Touch a creature concentrating to force them to make a CON save to remain concentrating against your KI DC.

Core Shatter:

10 KI. Action. You drive a massive spike of KI with a palm strike into the core of another creature. They must succeed a CON save or take 5x your Weapon Aura damage. Half on success.

If the creature fails and goes to 0 HP, they make another CON save. If they fail again, the DM flips a coin.

Heads: their core is shattered and they die immediately.

Tails: their core is fractured and the become unable to cast magic or use effects like KI.