Z-Warrior Kaio-ken (2 Ki)
Prerequisite: 6th-level
Monk Subclass Type: Transformation
Through intense training, conditioning and study of various martial As a bonus action, for a duration of one minute, until you fall
techniques, the Z-Warriors achieve incomparable martial prowess. unconscious, or you choose to end the technique as a bonus action,
In order to unlock their true potential, they learn to channel their Ki you gain the following benefits:
in various ways, akin to the most powerful magical spells. A • You gain a fiery aura that emits red-colored dim light in a 5-foot
Z-Warrior always seeks fair combat, as they believe is the only way radius.
to improve and test themselves. • You gain a bonus on damage rolls equal to your Wisdom modifier.
• You gain a +1 bonus to AC.
Techniques • You have advantage on Dexterity saving throws.
At 3rd level, you learn new ways to focus your ki in the form of Immediately after this technique ends, you must succeed on a DC 10
martial arts techniques. You gain access to three of these techniques Constitution saving throw or suffer one level of exhaustion.
which are detailed under "Technique Options" below. You learn one
additional Technique of your choice at 6th, 11th, and 17th level. Kame Nami Hakai (2 Ki, special)
Each time you gain a level in this class, you can also replace one Type: Activated
technique you know with a different one. As an action, you can channel your ki, forming a line 100 feet long
You can use your Techniques a number of times equal to your and 5 feet wide, it blasts out from you in a direction you choose.
proficiency bonus. You regain all expended uses when you finish a Each creature in the line must make a Dexterity saving throw. On a
short or long rest. Additionally, if you have no uses left, you can failed save a creature takes force damage equal to six rolls of your
spend a number of ki points (indicated in parenthesis next to the Martial Arts die, or half as much damage on a successful one.
technique’s name) to use each of these techniques. You can expend additional Ki when you activate this technique.
There are three types of techniques; Activated, Passive and Every Ki spent this way, increases its damage by two rolls of your
Transformation. Activated techniques require one of your uses or ki Martial Arts die. You can expend 1 additional Ki at 6th-level, 2 Ki at
to activate them. Passive techniques give you permanent benefits 11th-level and 3 Ki at 17th-level.
for as long as you have access to the technique, and don’t require
uses or ki expenditure to use them. Transformation techniques Ki Blast
require one of your uses or ki to activate them. They grant you Type: Passive
temporary benefits and you can only have one Transformation You learn the Eldritch Blast cantrip using Wisdom as your spell
technique active at a time. casting ability.
Some of your techniques require your target to make a saving
throw to resist its effects. The saving throw DC is equal to your Ki Ki Sense (1 Ki)
save DC. Type: Activated
As an action, you open your senses to detect the presence of living
Technique Options creatures. You know if there are any living creatures within 90 feet
Some Techniques specify a minimum level. You can't learn such a of you, their number, as well as where those creatures are located.
Technique until you are at least that level in this class. This technique can penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet
Augmented Gravity Training of wood or dirt.
Type: Passive In addition, those creatures must make a Wisdom saving throw.
You gain the following benefits: On a failed save, you can learn certain information about their
• You have a bonus to your initiative rolls equal to your proficiency capabilities compared to your own. The DM tells you if those
bonus. creatures are your equal, superior, or inferior in regard to one of the
• You gain proficiency in Acrobatics. If you already have it, your following characteristics of your choice: Strength score, Dexterity
proficiency bonus is doubled for any ability check you make that score, Constitution score, Current hit points, Hit Dice.
uses that proficiency.
Kienzan (7 Ki)
Bukujutsu (3 Ki) Prerequisite: 17th-level
Prerequisite: 5th-level Type: Activated
Type: Activated As an action, you create a spinning disk of force 5 feet in diameter.
As a bonus action, you gain a flying speed equal to your walking You can hold it with one hand above your head for up to one minute.
speed for one minute. When the technique ends, you fall if you are The disk dissipates after the duration expires, after you are knocked
still aloft, unless you can stop the fall. unconscious, or after you dismiss it as a bonus action. You can
create this disk only if you haven't moved during that turn, and after
Instant Transmission (7 Ki) you create the disk, your speed is 0 until the end of the turn.
Prerequisite: 15th-level As an attack, you can throw the disk at a target of your choice.
Type: Activated The disk is a simple ranged weapon with the thrown property. It has
You cast the spell Teleport, without using any components. a normal range of 120 feet and no long range. If you hit with the
attack, and if the target is a creature, it must make a Dexterity
1
saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it Senzu Endo (7 Ki)
takes 10d10 magical slashing damage. The disk deals double Prerequisite: 17th-level
damage to objects and structures. The disk dissipates immediately Type: Activated
after it hits or misses its target. Whenever you would be reduced to 0 hit points but not killed
Once you use this technique, you cannot use it again until you outright, you can use a reaction to choose to be restored to half your
finish a short or long rest. hit point total instead. Once you use this technique, you cannot
benefit from it again until you finish a long rest.
King Kai Training
Prerequisite: 6th-level Spirit Ball (1 Ki, special)
Type: Passive Type: Activated
You gain the following benefits: As a bonus action, for a duration of 1 minute, you create a floating
• You gain resistance to non-magical bludgeoning, piercing, and ball of energy 5 inches in diameter within 60 feet of you. It lasts for
slashing damage. the duration or until you activate this technique again. When you
• You can use Wisdom, instead of Strength or Dexterity for the activate this technique you can make a ranged spell attack using
attack and damage rolls of your unarmed strikes and monk Wisdom as your spell casting ability, against a creature within 20
weapons. feet of the ball. On a hit, the target takes force damage equal to one
roll of your Martial Arts die + your Wisdom modifier.
Multi-Form (3 Ki) As a bonus action, you can repeat the attack against a creature
Prerequisite: 6th-level within 20 feet of it. If there’s no creature available for an attack, you
Type: Activated can move the ball up to 20 feet in any direction instead.
As a bonus action, for a duration of one minute, you split into You can expend additional Ki when you activate this technique.
identical clones of yourself. You can split into two clones at 6th Every Ki spent this way, increases its damage by one roll of your
level, three clones at 11th level, and four clones at 17th level. Martial Arts die. You can expend 1 additional Ki at 6th-level, 2 Ki at
Each clone must appear within 5 feet of another one. All clones 11th-level and 3 Ki at 17th-level.
appear with the same equipment you have at the time you activate
this technique. The same applies to any other technique you have Taiyoken (1 Ki)
active or any spell or effect that is affecting you. When one of your Type: Activated
clones is affected by a technique, spell, or effect, you can choose to Whenever a creature makes a melee attack against you, as a
have all of your clones be affected instead. The same applies for any reaction, you may emit a bright white light, blinding your enemy.
healing done to any clone. That attack automatically misses, and the creature must make a
Each clone is a creature that uses your game statistics, except its Constitution saving throw. On a failed save, the creature is blinded
maximum and current hit points are divided by the amount of until the end of its next turn.
clones you split into (rounded up).
All clones share all their senses with each other. In combat, each Turtle Hermit Training
clone acts simultaneously during your turn. Each clone can move on Type: Passive
its own, but all clones share the same action, bonus action, and You gain the following benefits:
reaction. Any clone that is more than 30 feet away from another • You may use your Dexterity modifier in place of your Strength
clone at the end of your turn, is merged with the others and their hit modifier whenever a Strength ability check is called for.
points are recalculated with the amount of clones remaining. • You can use Dexterity instead of Strength to determine your
Any attack you make can originate from any of your active clones. carrying capacity.
You make this choice for each attack. Whenever you use your Flurry • You gain proficiency in Athletics. If you already have it, your
of Blows, you can forgo those attacks to instead make one unarmed proficiency bonus is doubled for any ability check you make that
strike with each clone you have active. uses that proficiency.
If a clone is reduced to 0 hit points it is immediately destroyed,
leaving behind no body or any cloned equipment, unless it’s the last Ultra Instinct (7 Ki)
remaining clone, in which case you fall unconscious as normal. If all Prerequisite: 17th-level
of your clones are reduced to 0 hit points simultaneously, one is Type: Transformation
chosen at random to fall unconscious while the rest are destroyed As a bonus action, for a duration of one minute, until you fall
along with their cloned equipment. When the duration ends or you unconscious, or you choose to end the technique as a bonus action,
choose to end the technique as a bonus action, all of your clones you gain the following benefits:
merge in the space of a clone of your choice, your maximum hit • You gain a fiery aura that emits silver-colored dim light in a 5-foot
points return to normal and your current hit points are set to the radius.
sum of all of the clones’ current hit points. • You gain a bonus on damage rolls equal to your Wisdom modifier.
If you activate this technique again, all active clones merge and • Your speed is doubled.
are replaced by the new ones. • You gain a +2 bonus to AC.
• You have advantage on Dexterity saving throws.
• You gain an additional action on each of your turns. That action
can be used only to take the Attack (one weapon attack only),
Dash, Disengage, Hide, or Use an Object action.
2
• All attacks made against you have disadvantage as long as you are
aware of that attack, you are not Incapacitated, Restrained.
• All your unarmed attacks have advantage.
Unlock Potential (5 Ki)
Prerequisite: 11th-level
Type: Transformation
As a bonus action, for a duration of one minute, until you fall
unconscious, or you choose to end the technique as a bonus action,
you gain the following benefits:
• You gain a fiery aura that emits white-colored dim light in a 5-foot
radius.
• You gain a bonus on damage rolls equal to your Wisdom modifier.
• Your speed is doubled.
• You gain a +2 bonus to AC.
• You have advantage on Dexterity saving throws.
• You gain an additional action on each of your turns. That action
can be used only to take the Attack (one weapon attack only),
Dash, Disengage, Hide, or Use an Object action.
Zanzoken (2 Ki)
Type: Activated
You cast the spell Mirror Image, without using any components.