Ki Master (5e Feat)

Ki Master

Prerequisites: Wisdom 13 or higher
You have learned how to use your inner energy to generate and store ki. You gain the following benefits:

  • You gain 3 ki points and regain all of these expended ki points when you finish a short or long rest. You can spend these points to fuel various ki features. You know three such features: Ki Strike, False Stamina, and Enchant Weapon.
  • Ki Strike. Immediately after you hit a target with a melee attack, you can spend 1 ki point to make the attack deal 1d6 additional radiant damage.
  • False Stamina. You can spend 1 or more ki points as a bonus action to gain 4 times the ki points spent temporary hit points for 1 minute.
  • Enchant Weapon. As an action, you may spend 2 ki points and enchant one melee weapon your are holding. That weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage for 10 minutes.

Back to Main Page 5e Homebrew Feats

gollark: Brain[REDACTED] fuzzers when?
gollark: It isn't exactly very safe or performant, though.
gollark: I don't want to do that, but you could if you wanted to.
gollark: Or that.
gollark: Hook up its memory cells to real memory space?
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.