Livspoeng
Kyndigheter
Cultivator
| Niva | Dyktighetsbonus | Egenskaper | Ki Pools |
|---|---|---|---|
| 1 | + 2 | Cultivator's Aura Ki Unarmored Defense | 1 |
| 2 | + 2 | Cultivator's Aura Ki Unarmored Defense | 2 |
| 3 | + 2 | Cultivator's Aura Ki Unarmored Defense | 3 |
| 4 | + 2 | Cultivator's Aura Ki Unarmored Defense | 4 |
| 5 | + 3 | Cultivator's Aura Ki Unarmored Defense | 5 |
| 6 | + 3 | Cultivator's Aura Ki Unarmored Defense | 6 |
| 7 | + 3 | Cultivator's Aura Ki Unarmored Defense | 7 |
| 8 | + 3 | Cultivator's Aura Ki Unarmored Defense | 8 |
| 9 | + 4 | Cultivator's Aura Ki Unarmored Defense | 9 |
| 10 | + 4 | Cultivator's Aura Ki Unarmored Defense | 10 |
| 11 | + 4 | Cultivator's Aura Ki Unarmored Defense | 11 |
| 12 | + 4 | Cultivator's Aura Ki Unarmored Defense | 12 |
| 13 | + 5 | Cultivator's Aura Ki Unarmored Defense | 13 |
| 14 | + 5 | Cultivator's Aura Ki Unarmored Defense | 14 |
| 15 | + 5 | Cultivator's Aura Ki Unarmored Defense | 15 |
| 16 | + 5 | Cultivator's Aura Ki Unarmored Defense | 16 |
| 17 | + 6 | Cultivator's Aura Ki Unarmored Defense | 17 |
| 18 | + 6 | Cultivator's Aura Ki Unarmored Defense | 18 |
| 19 | + 6 | Cultivator's Aura Ki Unarmored Defense | 19 |
| 20 | + 6 | Cultivator's Aura Ki Unarmored Defense | 20 |
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 17
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Niva 9
Kyndigheter
light
medium
shield
simple
martial
Startutstyr
Klasseegenskaper
Cultivator's Aura (Level 1)
Your intense training and tempering of your body has left you with the ability to physically exude your skill and power, allowing you to coerce or even physically affect others. As long as you have at least 1 ki point remaining your aura is active with a range of 10 feet, and has the following abilities:
You may make Charisma based skill checks using your Intelligence modifier.
Enemies that make a saving throw while in your aura do so at a penalty equal to half your Intelligence modifier rounded down.
Your movement speed increases by 5 feet.
You may dismiss and reactivate your aura as a bonus action, and it is automatically dismissed once you become unconscious.
Ki (Level 1)
Your cultivation has begun to afford you to access to the condensed form of pure energy. Your access to this energy is represented by your ki pool. Your cultivator level determines the amount of ki you have, as shown in the Ki Pool column of the cultivator table. You may not have more ki than this maximum amount.
You can spend these points to fuel various techniques, stance abilities, and features. You start knowing three such features: Empowered Body, Relentless Pursuit, Spring Attack.
When you spend ki, that ki is unavailable until you finish a short or long rest, at the end of which you condense more ki, refilling your core.
Some of your technique and stance features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Cultivator
Empowered Body
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
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.
Spring Attack
Whenever you take the Dash action you may spend 1 ki point to make an attack as a bonus action.
Unarmored Defense (Level 1)
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a Shield and still gain this benefit.
Fighting Style (Level 2)
At 2nd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Techniques (Level 3)
You begin to devote your life to cultivating and perfecting one of many techniques. Choose a technique. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Breakthrough (Level 5)
At 5th level, you progress to the next step in your cultivation, strengthening certain aspects of your body. When you gain this feature you may choose one of two options:
Your speed increases by 5 feet.
Your hit point maximum increases by 5.
You may choose either of these options again at 10th, 15th, and 20th level.
Aura Infusion (Level 6)
Upon reaching 6th level, you harness the beneficial aspects of your aura to accelerate your body's natural healing. As a bonus action you may spend 1 ki point to heal yourself for 2d4. You may instead use an action and 2 ki points to touch and heal another creature for 2d4.
You can use this ability a number of times equal to your Intelligence modifier (minimum once).
Technique feature (Level 7)
At 7th level, you gain a feature granted by your Technique.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Of Sound Mind and Body (Level 9)
At 9th level, your mastery over ki allows you to better safeguard yourself mentally and physically. 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 instead take no damage if you succeed on the saving throw.
You do not gain the benefit of this ability when you are unconscious.
Auric Influence (Level 10)
Beginning at 10th level, your aura control has become subtle enough to continually influence those you would interact with. You may choose one additional Charisma based skill to gain proficiency in.
Additionally, whenever you make a Charisma based skill check, you can spend 1 ki point to reroll it and take the second result.
Technique feature (Level 11)
At 11th level, you gain a feature granted by your Technique.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Reforged Body (Level 13)
When you reach 13th level, you begin to integrate materials into your cultivation to reforge your body, tempering it with the elements. You gain resistance to one damage type of your choice.
Aura Mastery (Level 14)
At 14th level, you become adept at manipulating your aura to gain a multitude of information from it, affecting a larger area, or focus its effects on a single enemy. As an action you may extend the range of your aura to 30 feet until the end of your next turn. While the range is extended you are aware of any creatures, living or otherwise, within your aura. This ability does not tell you their location, only that they are within your aura.
You may choose to instead, as an action, focus your aura on one creature to enhance its effect. You may choose only one target for your Cultivator's Aura ability within 30 feet and spend 1 ki point, the saving throw penalty increases by 1 and you have a bonus to your attacks to hit that creature equal to the total penalty. This ability lasts for a minute and can only be used once per long rest.
Technique feature (Level 15)
At 15th level, you gain a feature granted by your Technique.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Cultivation Assault (Level 17)
Upon reachin 17th level, you learned to assail an enemy's core using your cultivation technique to damage and/or shatter it. As long as you have at least 1 ki point, when you damage a creature with an attack, you can cause that attack to deal extra damage equal to half your Cultivator level. You may use this ability a number of times per long rest equal to your Intelligence modifier (minimum once).
Accelerated Infusion (Level 18)
At 18th level, the speed at which your aura heals you and others has increased. Your Aura Infusion healing increases to 2d8 and you may touch other creatures as a bonus action to heal them.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Ki Incarnate (Level 20)
Beginning at 20th level, you are ki made flesh. You may use ki features despite having no ki. Whenever you do so, take 1d4 unavoidable force damage per ki point you avoided spending.
Multiklassing
Multiklassekrav
- DEX: 13 eller STR: 13
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Dark Thralls
Dark Thralls (Level 3)
The Dark Thralls technique was created by a cultivator who used the ki in her body to control the shadows of others. Her prowess was such that affected enemies often found themselves savaged by their own shades. Users of this technique fit well into support and offensive roles, using controlled shadows as effectively as any weapon.
Subjugate
At 3rd level when you take this subclass, you gain the ability to control the shadows of those you touch. As an action, you may mark one ally or one enemy for one minute. Enemies, and unwilling allies, must make a Dexterity saving throw or become marked for the duration.
You may mark one ally and one enemy total without spending ki. You can mark additional creatures by spending 1 ki point when you would take the action to do so.
Stances
Starting at 3rd level, your technique allows you access to knowledge on how to use ki internally for defensive abilities and externally for offensive ones.
You can choose the external or internal stance before you roll for initiative, unless surprised. Otherwise, entering or switching between stances is a bonus action. Unless otherwise noted, you can only use the abilities and benefits granted by each stance while you're in it.
You are unable to use stances while you are incapacitated. If you are incapacitated while in a stance, you may regain either stance as a bonus action.
- Internal Stance
You may use the Help action for a marked ally within 30 feet.
As an action, you may spend 1 ki point to swap places with a marked ally within 30 feet.
You may spend an additional ki point to do either of these stance abilities as a reaction when a marked ally would attack or be attacked.
- External Stance
Marked enemies take an extra 1d4 necrotic damage from you and marked allies melee and ranged weapon damage rolls. This increases to 1d6 at 10th level.
If an enemy would miss you or a marked ally within 30 feet, you may spend 1 ki point as a reaction for you or your allies next attack to gain advantage against that creature. You choose upon taking the reaction.
As long as there is a marked ally in your aura, you and marked allies gain +1 AC. This becomes +2 at 10th level.
Umbral Slide (Level 7)
Beginning at 7th level, you can use the dark to slide along the ground like a living shadow. As part of your movement, you may move up to your movement speed as a shadow on a surface. You may move horizontally or vertically, but if your movement ends on a wall or a ceiling then you fall to the ground. This movement does not provoke opportunity attacks.
In bright light you move at half speed; in dim light or darkness you gain 10 feet of additional movement as a shadow.
Eclipse (Level 7)
Shade Mastery (Level 11)
Starting at 11th level, subjugated shadows respond to your whims with terrifying strength. As an action, you can spend 2 ki points and cause a marked enemy in your aura to make a Wisdom saving throw. On a failure they have their shadow torn into and are dealt 4d6 necrotic damage or half of that on a successful save. This damage can not be resisted and you can only use this ability on the same creature once per day.
Additionally, you may mark creatures as you attack. You can choose to have these attacks deal no damage.
Swarm (Level 15)
At 15th level, you can command all controlled shadows to tear others limb from limb. When you would use your Shade Mastery feature, that creature instead takes 4d6 necrotic damage on a failed save per marked creature within your aura.
Falling Phoenix
Falling Phoenix (Level 3)
Cultivators learning the Falling Phoenix technique have a predilection for fire. Some particularly enjoy raining it from the heavens, and seize on any chance to do so.
Conjured Phoenix
Beginning at 3rd level, you are able to conjure a small, ever burning replica of this techniques namesake. You gain the cantrip create bonfire, and add your Intelligence modifier to the damage dealt by it. You add double your Intelligence modifier at 5th level and triple at 11th.
Stances
Starting at 3rd level, your technique allows you access to knowledge on how to use ki internally for defensive abilities and externally for offensive ones.
You can choose the external or internal stance before you roll for initiative, unless surprised. Otherwise, entering or switching between stances is a bonus action. Unless otherwise noted, you can only use the abilities and benefits granted by each stance while you're in it.
You are unable to use stances while you are incapacitated. If you are incapacitated while in a stance, you may regain either stance as a bonus action.
- Internal Stance
You gain resistance to fire damage as long as you are in this stance.
You may spend 1 ki point per creature as a reaction to give those creatures within your aura fire resistance as long as they remain within your aura and you remain in this stance.
- External Stance
You take fire damage equal to your proficiency bonus every turn whenever you would deal fire damage while in this stance. You only take this damage once per turn and it ignores resistance and immunity.
When you would deal fire damage with a cultivator ability or feature you double the number of dice you roll. E.g. create bonfire would deal 2d8 at 3rd level instead of 1d8.
Phoenix Fall (Level 7)
Starting at 7th level, you learn to rain a flock of phoenixes on a flock of foes. You can cast burning hands using 3 ki points.
Additionally, whenever you cast create bonfire, you may make an attack as a bonus action.
Phoenix's Vestment (Level 11)
Upon reaching 11th level, you gain resistance to fire damage. Whenever you are in your interal stance you instead gain immunity to fire damage.
Additionally, your abilities ignore fire resistance, and treat fire immunity as fire resistance.
Winged Wildfire (Level 11)
At 11th level, your control over fire lends you the most potent and notable aspects of the phoenix. While in your external stance you gain fiery wings and a fly speed of 60 feet.
While in interal stance you may spend 1 ki point to cast feather fall a number of times per day equal to your Intelligence modifier.
Phoenix Arisen (Level 15)
Beginning at 15th level, you begin to personify every aspect of the powerful phoenix. When an attack would reduce you to 0 hit points, you may instead fall out of your current stance and be reduced to 1 hit point and 0 ki remaining. The attacker takes 2d8 + 1d8 fire damage per ki point you had left before you were reduced to 0.
Once you use this feature, you cannot use it again until you take a long rest. The damage you deal increases to 2d10 + 1d10 per ki point fire damage at level 18. This damage is not affected by the external stance.
Four Winds
Four Winds (Level 3)
Masters of this technique manipulate the four winds to devastate and control the field around them. They're often some of the fastest fighters on the battlefield, with practitioners frequently augmenting themselves and the area around them using these winds generated or controlled by ki.
Stances
Starting at 3rd level, your technique allows you access to knowledge on how to use ki internally for defensive abilities and externally for offensive ones.
You can choose the external or internal stance before you roll for initiative, unless surprised. Otherwise, entering or switching between stances is a bonus action. Unless otherwise noted, you can only use the abilities and benefits granted by each stance while you're in it.
You are unable to use stances while you are incapacitated. If you are incapacitated while in a stance, you may regain either stance as a bonus action.
- Internal Stance
Your movement and the movement speed of all allies within your aura is increased by 10 ft. This increases to 20 ft. at level 10. Allies moving through your aura retain half of this bonus upon leaving until the end of the turn.
You may use Acrobatics, and Dexterity for high jumping and long jumping, and you no longer need a running start.
You may spend 1 ki point to Dash as a bonus action. When doing so, your movement does not provoke opportunity attacks.
External Stance
You may spend 1 ki point to activate one of the listed effects when switching to this stance or as a bonus action:
Wind Ward - All enemies within your aura must make a Strength saving throw. On a failure, they take 1d6 bludgeoning damage and are pushed out of your aura. They take half damage and are not pushed on a success. This damage increases to 2d6 at level 10.
Airbind - Choose an enemy within your aura. They must make a Strength saving throw. On a failed save they take 2d6 bludgeoning damage and their movement is reduced to 0 until the end of their turn. On a success, they take half damage and no reduction to their movement. This damage is increased to 4d6 at level 10.
Storm Pulse - Choose an enemy within 30 feet. They must make a Strength saving throw or be pushed 20 feet directly away from you.
Enemies not completely in your aura, such as huge sized creatures, have advantage on saves against Wind Ward and Airbind.
North Wind (Level 7)
Beginning at 7th level, you become the north wind itself. As a reaction, whenever an enemy ends their turn, you may take an extra turn. During this turn, your movement does not provoke attacks of opportunity, and your movement speed is doubled.
Additionally, a warding breeze guards you, blowing away any mist or gases such as stinking cloud or fog cloud. Once you have used this feature, you may not do so again until you take a long rest.
South Wind (Level 11)
At 11th level, using the hot southern winds to properl yourself through the skies. You gain a fly and hover speed equal to your movement speed when in internal stance.
East Winds (Level 15)
Upon reaching 15th level, you may instantly call upon the destructive power of the eastern winds. You may spend 5 ki points to cast whirlwind. You may spend an additional 2 ki points to become immune to the effects of the spell. You may use this ability once per long rest.
Fulminis Soul
Fulminis Soul (Level 3)
Cultivators of this technique have chosen the path of channeled lightning. Able to flicker to and fro, these cultivators manipulate and embody the deadlier qualities of the bolts they frequently employ.
Lightning Strikes
At 3rd level when you take this subclass, you leverage the forces generated from your lightning fast strikes to fuel your abilities. When you successfully hit an enemy, and your previous attack was successful, you gain a spark. You can have a maximum number of sparks equal to your proficiency bonus, losing all sparks gained beyond this number. You lose all sparks when you spend a minute without gaining or losing any sparks.
When an ability requires you to spend ki points, you may instead spend a spark instead of 1 ki point. If an ability's ki cost exceeds the number of sparks, you must pay the remaining value in ki.
Additionally, you may use your ki points or sparks for the following abilities:
Once per turn, you may spend 2 ki points and 10 feet of your movement to teleport 10 feet without using an action.
You may spend 2 ki points to increase your attack range by 5 feet until the end of your next turn, to a maximum of 10 feet.
Stances
Starting at 3rd level, your technique allows you access to knowledge on how to use ki internally for defensive abilities and externally for offensive ones.
You can choose the external or internal stance before you roll for initiative, unless surprised. Otherwise, entering or switching between stances is a bonus action. Unless otherwise noted, you can only use abilities and benefits granted by each stance while you're in it.
You are unable to use stances while you're incapacitated. If you are incapacitated while in a stance, you may regain either stance as a bonus action.
- Internal Stance
Once per turn, as you make an attack roll, you may instead roll twice and make two attacks. Each attack does half damage rounded down.
When you make an attack with disadvantage, you may spend 2 ki points to ignore the disadvantage.
Once per turn, whenever you would gain a spark, you may deal additional lightning damage equal to your proficiency bonus to the attacked enemy.
- External Stance
WHen you take the Attack action, you may instead spend 3 ki points to blast lightning out of your hands. All creatures in a 20 foot cone, 10 foot sphere centered on yourself, or 40 foot line (player's choice) originating from your position must make a Dexterity saving throw. They take 4d8 lightning damage on a fail, or half that on a success. This damage increases by 1d8 at 7th, 11th, and 15th level.
Conductive (Level 7)
Beginning at 7th level, your body has become extremely efficient at sending lightning through it. Once per turn, while in internal stance, when you land a consecutive hit and have already gained sparks this turn, you gain 2 sparks instead of one.
Additionally, when you gain a spark, you may immediately spend it to deal 1 lightning damage, heal 1 hit point, and gain an extra 5 feet of movement until the start of your next turn. This movement gain can stack.
Fulminant (Level 11)
Upon reaching 11th level, you begin discharging excess electricity, damaging nearby foes. While in external stance you may make an attack as a bonus action, and when you spend ki or sparks to teleport, you may deal 2d4 lightning damage as part of that teleport to enemies within 10 feet of your destination.
Return Stroke (Level 15)
At 15th level, as you spill with electrified energy, you begin to strike like true lightning. When you start your turn in external stance, with 4 or more sparks, you may spend 2 sparks to make an additional attack as part of the Attack action. You may continue to pay and attack within the same turn, as long as you have 2 or more sparks.
Iaijutsu
Iaijutsu (Level 3)
A master of the Iaijutsu technique spends their training time drawing and sheathing their weapon. These cultivators are able to instantly draw their weapons to deliver punishing attacks or devastating counterattacks. A truly focused Iaijutsu user can become a wall of blades, cutting down any and all attacks.
Flash Draw
While assuming either of your stances you may draw and sheathe one weapon as part of any and every attack you make. This weapon must deal slashing damage, and cannot have the heavy property. Enemies can also provoke opportunity attacks from you even if you haven't drawn this weapon.
Iai Dice
You gain a die that is used with your stances and features called the Iai die. It begins as a 1d4 but increases with your level as shown below. Features that use this die can only be used with weapons that fit the prerequisites of Flash Draw. You may only add the die up to twice for damage rolls.
| Level | Die |
|---|---|
3 | 1d4 |
5 | 1d6 |
9 | 1d8 |
11 | 2d6 |
13 | 2d8 |
17 | 3d6 |
Stances
Starting at 3rd level, your technique allows you access to knowledge on how to use ki internally for defensive abilities and externally for offensive ones.
You can choose the external or internal stance before you roll for initiative, unless surprised. Otherwise, entering or switching between stances is a bonus action. Unless otherwise noted, you can only use the abilities and benefits granted by each stance while you're in it.
You are unable to use stances while you are incapacitated. If you are incapacitated while in a stance, you may regain either stance as a bonus action.
- Internal Stance
If you have not moved since the beginning of your last turn, then as your turn begins, you may spend 1 ki point to gain blindsight and reach equal to your aura range until you move or are moved.
You may take the Dodge action as a bonus action as long as you have not moved and will not move this turn.
As you take the Attack action, you may spend 1 ki point to gain a bonus to AC and saves equal to half your proficiency bonus rounded up, but you take an equal penalty to your attack rolls. This bonus and penalty lasts until the beginning of your next turn.
- External Stance
You can spend 1 ki point to gain advantage on initiative checks when rolling initiative.
When in this stance, your AC is decreased by half your proficiency bonus, however, you add your Iai die to your weapon damage rolls.
If you would attack a creature that has not yet acted in combat you instead add your Iai die twice to the damage rolls.
Iai-goshi (Level 7)
Upon reaching 7th level, you master the first position of this technique; using a single strike to fell an army. Twice per short rest you may, as an action, make a single melee attack roll against every enemy within your each.
Tachi-ai (Level 11)
When you reach 11th level, your practice has allowed you to master the next stance of this technique, capitalizing on your enemies mistakes. While in internal stance, enemies provoke opportunity attacks when they would leave any square in your reach.
Additionally, you add your Iai die to your weapon damage rolls for attacks made as reactions, and while in external stance you would instead add your Iai damage die twice.
Kennokabe (Level 15)
At 15th level, you have developed a skill that epitomizes the perfect defense and offense. You may spend 1 ki point to gain and take a reaction anytime one would be triggered. You may do this a number of times per long rest equal to your Intelligence modifier.
Additionally, when you are about to take damage from a spell, melee, or ranged attack roll, you may make a weapon attack as a reaction. If you are in external stance, this attack is always made at disadvantage. If you roll higher than the attack roll you may roll your weapon damage adding your Iai dice, and subtract that from the damage you would take. If the damage is negated, you can redirect the attack back to its source, forcing your attacker to target itself with its attack using your attack roll.
Ki Caster
Ki Caster (Level 3)
Ki casting users are most known for their inexhaustible ammunition, ranged, and close quarters combat prowess. Another notable feature is their Ki Construct technique. Arrows made from their ambient auras that hose a slew of versatile abilities. These constructs leave the cultivator with the ability to be adaptable to many situations.
Aura Cast
Starting at 3rd level, you learn to utilize your aura to create physical ammunition. As a part of each of your attacks, you may summon an arrow or bolt to attack with. This ammunition is magical for the purposes of overcoming resistances and deals 2d4 force damage. This ammunition requires a ranged two-handed weapon to shoot. The ammunition's damage die increases to 2d6 at level 10. It dematerializes upon hitting or missing a target, and making one when another exists causes the older one to disappear, unless stated otherwise.
Additionally, when you ready an attack, the ammunition does an extra 1d10 damage. It is lost if it is not shot by the end of your next turn, and the extra damage is wasted.
Constructs
Beginning at 3rd level, you are able to apply aura configurations to your ammo when you create them.
When you make a ranged attack roll against an enemy using your Aura Cast feature, you may infuse your attack with additional spiritual energy. You gain additional abilities called Constructs, which may be applied to ranged attacks.
Once a turn, when you make a ranged attack roll against an enemy, you may spend 1 ki point to infuse the attack with a construct. At 9th level, you may spend 2 ki points to apply 2 constructs to a single attack, and at 17th level you may spend 3 ki points to apply 3 constructs to a single attack.
You know 3 constructs at 3rd level, and learn one more at 9th and 17th level.
Point-Blank Shot (Level 7)
At 7th level, you learn how to make summoned ammo even more lethal in close quarters. Once per short rest, as an action, you may make a ranged attack roll with a range of 5 feet. On a hit, the attack is considered a critical hit.
This critical does not double the damage from Constructs.
Sharp Shooting (Level 11)
Beginning at 11th level, your skill and talent at shooting lends you a deadly accuracy. Whenever you would roll damage for a summoned arrow, you may add your Intelligence modifier to that roll. If you do so while attacking without using a construct, you regain 1 ki point on a d20 roll of 10 or higher. This additional damage is doubled on a critical hit.
You may use this a number of times equal to your Intelligence modifier. You regain all uses after a short rest.
Suppressing Fire (Level 15)
Starting at 15th level, you've become a spell caster's bane. As a reactoin, when an enemy within your weapon's first range casts a spell, you may make a ranged attack roll against them. This attack cannot be made at advantage. If the attack hits, you do no damage, but the enemy must make a concentration save as if it were concentrating on a spell with a DC equal to your Cultivator save DC. On a fail, the spell fails, and the slot is wasted. You may do this twice per long rest.
Ki Fortress
Ki Fortress (Level 3)
Ki Fortress adepts are taught that the best offense is a perfect defense. They learn that the shield should be the first weapon you grab, not the sword. Disciples of the technique strive to become an impenetrable wall between their allies and those who would do harm.
Ki Shields
Upon reaching 3rd level, you begin to steer your cultivation towards the arts of shield usage and creation. Shields are now a d6 light versatile (d8) bludgeoning weapon for you. You may don a shield with the same Use an Object action you use to draw it. Magic shields that have bonuses to AC also apply the same bonuses to any attack and damage rolls you make with those shields.
Furthermore, you gain the ability to cast spells, using your shield as a magical foci. You now know the cantrips blade ward and true strike, and you may target a number of creatures equal to your proficiency bonus within your aura whenever you cast them.
Lastly, you may spend 1 ki point and cast the 1st level spells from the list below using Intelligence as your spellcasting modifier. You may cast 2nd level spells from the list below using 2 ki points at 9th level, 3rd level spells using 3 ki points at 13th level, and 4th level spells using 4 ki points at 19th level. You may cast any spell from the list below as a bonus action.
When you gain the ability to cast higher level spells, you may spend 1 ki point per spell level to cast lower level spells at your highest level.
Shield Legerdemain
Beginning at 3rd level, you master the ability to harden sections of your aura, granting protection to yourself or those around you. You may cast shield as a reaction when an ally within your aura is about to be hit by an attack. When you cast the spell in such a way, you may target the ally with the spell.
Force Shields (Level 7)
At 7th level, your mastery has extended to physical shields as well as metaphysical. You may make a thrown weapon attack with an energy version of your shield, with a range of 15/30 using Strength for attack and damage rolls. It deals 1d6 force damage and additional damage equal to any magic AC bonuses imparted by the shield. The shield shatters on impact.
Additionally, you may apply the bonuses to AC granted by a single shield on your person to your saves. This effect ends when you are rendered unconscious.
Last Bastion (Level 11)
Upon reaching 11th level, saving your allies has become your prerogative. As long as you have 1 ki point remaining, you may use a bonus action to brace yourself. Until the end of your next turn, your movement speed becomes 0, you act as three-quarters cover for creatures medium size or smaller in a 15 foot cone behind you, and you gain a +2 to your AC and saving throws.
Destructive Shielding (Level 15)
Starting at 15th level, your shield usage has reached a deadly efficiency. When you hit an enemy with an attack using a shield, you may use up to 3 ki points to do an extra 1d8 damage, plus 1d8 per ki point used after the 1st. Additionally, when you land a critical hit on an enemy, you may make a single extra attack as part of that Attack action.
Soul Arms
Soul Arms (Level 3)
This technique is taught to those who excel at meditative introspection. This is due to the required ability to find a soul space with which to house the weapons that will become your soul arms. The users of this technique will find themselves turned into whirlwinds of blades, storms of strikes, and never without a weapon.
Armory
When you choose this technique at 3rd level, you gain a soul space with which to house your chosen weapons, and the ability to substitute them in battle instantly. You may choose up to your proficieny bonus in magical or non-magical weapons and attune to them over a long rest. These don't count against your total three attunement slots, magical or otherwise.
You can summon a weapon by taking either stance. Ending or switching stances makes the current weapon disappear and conjures the next if you take another stance. Your conjured weapons disappear if they are more than 5 feet away from your for 1 minute or more. They also disappear if you dismiss these weapons (no action required), or if you die.
You can attune to magic and non magical weapons by meditating while you hold the weapon. You must meditate this way over the course of a long rest. You can then dismiss the weapon, shunting it into a space formed in your core, and it appears whenever you take your stance thereafter. The weapons appear at your feet if you die, meditate over a different weapon that would replace one, or if you use a long rest to end the attunement. The weapon appears at your feet if it is in your space when the bond breaks.
Additionally, you can use your Intelligence modifier for attack and damage rolls with melded weapons. However, you attack with disadvantage for any unattuned weapons.
Weapon Forms
Also at 3rd level, your weapon mastery has granted you additional abilities with any Armory weapons. When you would take a stance with one of your attuned weapons you gain additoinal abilities called Forms. You may choose a Form to take, dependent on the weapon properties, whenever you would swap to, from, or attack with a weapon. You can only use one Form at a time, unless otherwise stated, even if the weapon you use would have multiple properties.
Stances
Starting at 3rd level, your technique allows you access to knowledge on how to use ki internally for defensive abilities and externally for offensive ones.
You can choose the external or internal stance before you roll for initiative, unless surprised. Otherwise, entering or switching between stances is a bonus action. Unless otherwise noted, you can only use the abilities and benefits granted by each stance while you're in it.
You are unable to use stances while you are incapacitated. If you are incapacitated while in a stance, you may regain either stance as a bonus action.
- Internal Stance
As you make an attack roll, you may swap to any attuned weapon and use its weak Form.
You may spend 1 ki point as a bonus action to add an additional 1d4 weapon damage to your attacks for each time you've swapped your weapon this turn.
- External Stance
You may use the weak and strong properties of your chosen Form for Armory weapons while in this stance.
Style Master (Level 7)
Upon reaching 7th level, your master appropriate styles for your melded weapons. You choose an additional fighting style. Whenever you would summon or swap a weapon, you may also change this additional style to another you do not know.
Additionally, whenever you reach a level in this class that grants an Ability Score Improvement, you can replace a fighting style you know with another fighting style available.
Barrage (Level 11)
Beginning at 11th level, your strikes have begun speeding up, becoming swifter the more you attack. You may spend 3 ki points to make an attack as a bonus action. This cost is reduced by 1 ki for each time you've swapped weapons this turn to a minimum of 1 ki point.
Master of Many Forms (Level 15)
At 15th level, your mastery of the Forms has become less intent and more instinct. If a weapon you would use has multiple properties, you may use on additional Form at a time, for a total of two.
Taiji
Taiji (Level 3)
Known as the technique that pursues the oneness of everything. The ultimate whole of every state. Taiji disciples practice balancing opposing forces to achieve perfect harmony with the universe. These disciples, while seemingly docile in their slow and inexorable practice of forms, use their mastery of these skills to leverage opposing forces with dangerous effect.
Reclamation
Beginning at 3rd level, you gain the ability to cast absorb elements. You may do so twice per short rest. You gain a third use at level 10.
Stances
Also at 3rd level, your technique allows you access to knowledge on how to use ki internally for defensive abilities and externally for offensive ones.
You can choose the external or internal stance before you roll for initiative, unless surprised. Otherwise, entering or switching between stances is a bonus action. Unless otherwise noted, you can only use the abilities and benefits granted by each stance while you're in it.
You are unable to use stances while you are incapacitated. If you are incapacitated while in a stance, you may regain either stance as a bonus action.
- Internal Stance
Once per turn, whenever you would reduce damage done using your absorb elements, you regain a number of ki points equal to half your proficiency bonus. If you have no ki points, you instead gain a number of ki points equal to your proficiency bonus.
All allies within your aura gain advantage on saves from spells and abilities dealing fire or cold damage.
External Stance
Whenever you would take the Attack action, you may apply one ability listed below to your attacks. Additionally, you may instead spend 1 ki point to have all your attacks altered by all abilities listed below:
- While in this stance:
You may use your Intelligence modifier for unarmed attack rolls.
You add your Intelligence modifier as additional damage for unarmed attack rolls.
Your attacks within your aura ignore half and three-quarters cover.
The range of your attacks increases to the range of your aura.
Your attacks may use fire or cold damage instead of their original damage type.
At 6th level, all your attacks while in this stance do an extra 1d4 fire or cold damage. This increases to 1d6 at 12th level.
Duality (Level 7)
Upon reaching 7th level, you grow your knowledge of the whole of life's many aspects, allowing you to harness the world's numerous dualities. All stance abilities referring to fire and cold damage may now be changed to poison and acid, or lightning and thunder damage. At 10th level, all stance abilities referring to fire and cold damage may now also be changed to radiant and necrotic, or psychic and force damage.
Additionally, you may use absorb elements for any elemental damage type you have access to regardless of whether you have chosen that damage type or not.
You can only choose one set at a time and you may choose a different set after a short or long rest.
Elemental Hurricane (Level 7)
At 7th level, you may become one with the elements. Once per long rest, as a bonus action, you may benefit from all the effects of both stance simultaneously without spending ki points for one minute. However, you gain vulnerability to your chosen elements for the duration.
This feature allows you to use all external stance abilities without spending a ki point.
Balance in Nature (Level 11)
Beginning at 11th level, you are able to enact your will upon elemental forces around you. You can cast absorb elements when an ally would take elemental damage. When you cast the spell in this way, the effects of absorb elements apply to all creatures within your aura range.
Furthermore, you may make an extra unarmed attack as a bonus action, as long as you have spent a minimum of 1 ki point this turn.
Wuji (Level 15)
Starting at 15th level, you have reached the pinnacle of balance and control. While in external stance, your attacks ignore your chosen elements damage resistances, and you treat those same immunites as resistances.
While in internal stance, as a reaction, if an ally saves against a spell or ability that would have them take half damage, you may spend 1 ki point per ally in your aura to instead have them take no damage on a success. You may use this ability a number of times per day equal to your Intelligence modifier.