Empowered Body Free
- You may spend 1 Ki point to add your proficiency bonus to any Dexterity or Strength based skill check. If you are already proficient in the skill, then you instead double your proficiency bonus.
Relentless Pursuit Reaction
- When an enemy adjacent to you would attempt to move, you may, as a reaction, spend 1 Ki point to move up to your movement speed following that enemy.
Twin Attack Free
- If you are within 5 ft. of an ally, you may spend 1 Ki point to allow them to use their Reaction to make a single unarmed strike attack roll. The damage is [1 + Strength modifier] bludgeoning damage (minimum 1). You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.
Grasping Attack Action
- You may spend 2 Ki points to try to grasp one creature you can see within 120 feet of you as an action, with a hand crafted from Ki. The target must succeed on a Strength saving throw or take 2d10 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.
Internal Techniques
Internal Fortitude (Internal) Bonus Action
- As a bonus action, you may spend Ki points to grant yourself Temporary Hit Points equal to one of your Hit Dice per Ki point. Doing so uses up the hit dice.
Influx (Internal) Reaction
- As a reaction, whenever you would make a saving throw, you may spend a Ki point to give yourself a bonus to all of your saves equal to your highest base stat modifier. You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.
Defensive Stance (Internal) Free
- You may spend 1 Ki point to have resistance on the next attack that hits you until the beginning of your next turn.
Ki Block (Internal) Action
- As an action, you can spend 2 Ki points to attempt to block the Ki channels in the body of an opponent within 5 ft. of you, disrupting their attacks. The target must make a Constitution saving throw. On a failed save, they take a penalty to their attack rolls equivalent to your proficiency modifier until the end of their next turn, and take 2d8 Necrotic damage. On a successful save, they take half damage and do not suffer a penalty. You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest. This feature does not work on Undead or Constructs.
Internal Light (Internal) Action
- You may spend 1 Ki Point to cast the cantrip Light. This technique can be used once per short rest.
Of Sound Mind And Body (Internal) Reaction
- As a reaction, when you are subjected to a spell or effect that allows you to make a Constitution or Intelligence saving throw to take only half damage, you may spend 1 Ki point to take no damage instead of only half damage on a success.
One With Your Surroundings (Internal) Action
- You have enough control over your Ki to affect how your body interacts with its surroundings. As an action, you can spend 1 Ki point to be able to climb difficult surfaces, including upside down or on ceilings, for 1 minute without needing to make an ability check. You are also unaffected by difficult terrain.
Equivalent Exchange (Internal) Action
- Your Spiritual bond with your allies is great enough to directly affect their vitality. As an action, you may spend 4 Ki points to cast Life Transference. You may use this feature once per long rest.
External Techniques
Storm Pulse (External) Action
- Choose an enemy within 30 feet. You may spend a Ki point to send a strong gust of wind towards them. They must make a Strength saving throw. On a fail, they are pushed 10 feet per Ki point spent directly away from you, and is knocked Prone. If there is no room for them to move, they instead take 1d6 per Ki point spent bludgeoning damage, and are not pushed. On a successful save, the target is only knocked Prone.
Essence of the Elements (External) Free
- When you use the Attack action on your turn, you may spend 1 Ki point to imbue your weapon or limbs with an element. Until the beginning of your next turn, your next attack that hits does an additional 1d8 damage of that type.
- Fire
- Poison - You may spend an additional Ki point to force the target to make a Constitution saving throw. On a failure, they are also poisoned until the beginning of your next turn.
- Ice
Magical Awareness (External) Action
- You may spend 2 Ki points to cast Detect Magic. This feature can only be used once per long rest.
Barrage (External) Action
- You may spend 2 Ki points to use your Action to cast Catapult at first level. You may expend an additional Ki point to make your target roll the Dexterity save with disadvantage. You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.
Energy Swap (External) Action
- You have enough power over Ki to manipulate the Weave in strange ways. You may spend 3 Ki points to as an action, attempt to transfer a condition or spell effect, such as Bless, from a creature you can see within 30 feet of you to another. The targeted creature must make a Constitution saving throw. If the creature is willing, it does not have to make this saving throw. This does not work on the following conditions: Invisible, Unconscious, Petrified, Restrained, Grappled, Prone, Charmed. The new creature must make Constitution saving throws at the end of their turns to break free of the condition, if unwilling. If a creature has broken free from the condition, it cannot be affected by Energy Swap for the next 24 hours. You may use this feature once per long rest. Individual cases are up to the DM’s discretion.
Breath Weapon (External) Action
- You may spend 1 Ki point to use your action to create an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 damage of the type determined by the table below.
| Die Roll (d20) | Damage Type |
|---|---|
| 1-5 | Fire |
| 6-9 | Acid |
| 10-14 | Poison |
| 15-17 | Lightning |
| 18-20 | Cold |
Summon Familiar (External) Action
- You may spend 2 Ki points to cast the spell Find Familiar. The familiar can take the form of an external Spirit, AKA one not tied to your essence, or a manifestation of your essence.
Find Familiar
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Additional animal form choices may be available at the DM’s discretion.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Protective Soul Transference Action
- You may spend 5 Ki points to cast the spell Death Ward. When cast this way, the caster’s essence is compressed into a small, glowing crystal about the size and weight of a marble, while your physical body remains active. When the spell ends, the marble shatters, and the caster’s essence returns to their physical body.