Been getting a lot of positive feedback on the mutant, which warms my heart, but also people accurately pointing out that I forgot the Prehensile Tail mutation. Oops. I’ve also changed the Amphibious feature so that it isn’t so broken.
Hi all, welcome to First-Class Fridays. This series will be my review of each basic D&D Fifth Edition player class.
I will stress this is an ANALYSIS of this class, not a textbook recounting. Please consult your friendly neighborhood Player’s Handbook for more clarification.
STATS
Let’s break down how the 6 stats relate to the Bard:
STRENGTH
1/18 skills use this
DEXTERITY
Primary Attack Stat
Saving Throw Proficiency
3/18 skills use this
CONSTITUTION
Average HP at d8
INTELLIGENCE
5/18 skills use this
WISDOM
5/18 skills use this
CHARISMA
Spellcasting Stat
Saving Throw Proficiency
Required Skill for multiclassing
4/18 skills use this
STARTING OUT
You can pick Any Three Skills to start out!
You start proficient wielding simple weapons, lighter swords, and hand crossbows. You only work well in light armor. You start out knowing how to play 3 instruments. If you jump in later you get the armor proficiency, plus one instrument, PLUS A FREE SKILL
Your opening kit guarantees a blade, a townsfolk care package, an instrument, plus some leathers and a shank. You can reject this loot in favor of an average of 125 GP.
At level 1, you get the following stuff:
INSPIRATION
Use your bonus action to give bonus dice to players!
Starts as d6 but gets better at Levels 5/10/15
Number of dice per day equal to your CHA bonus
Each lasts 10 minutes in-game
Can be used on skill, attack, or saving rolls
SPELLCASTING
You can cast Cantrips for free
You can cast spells using Spell Slots
Your number of Spell Slots is less than the number of spells you know
You can pick a new spell and switch one spell each time you level
You can cast Rituals
You use instruments to cast spells
LEVELING UP
Basic stuff
Class Specialization (Bardic College) is at Level 3
Your Primal Paths upgrade at 6th, 10th, and 14th levels
You get 5 Ability Score Improvements: 4th, 8th, 12th, 16th, and 19th levels
You don’t learn new spells at 12th, 16th, and 19th levels
Level 2
If you aren’t proficient in a skill, you add half your proficiency bonus (rounded down)
Allies get a bonus dice of HP every Short Rest
Level 3
You pick two skills you’re proficient in and double your bonus in that skill
This happens again at 10th Level
Level 5
Your Inspiration refreshes after Short Rests
Level 6
Sing a song for 2 turns to give allies advantage against Fears and Charms!
Level 10
Your learn 2 new spells
These spells can be from ANY CLASS!
This happens again at 14th and 18th levels
MAX LEVEL
You get a free Inspiration every time you’re tapped out and roll Initiative
BARD COLLEGES
LORE
3) 3 Free Skills
3) Spend Inspiration to reduce enemy skill, attack, or damage rolls
6) 2 Spells from ANY CLASS
14) Spend Inspiration on yourself!
VALOR
3) Fighter weapon and armor proficiencies
3) Inspiration can now be used on damage rolls
6) EXTRA ATTACK!
14) Cast a spell and bonus action attack!
SWORDS (Xanathar)
3) Medium armor and scimitars. Weapons can be used to cast spells.
3) Dueling or Two-Weapon Fighting Style
3) Spend Inspiration to deal extra damage AND..
- Increase your AC
- Hit another target
- Push the target
6) EXTRA ATTACK!
14) Infinite d6 Blade Flourishing
GLAMOUR (Xanathar)
3) Spend Inspiration to give allies Temp HP and free movement
3) Razzle-dazzle others into helping you
6) 1 MINUTE BONUS ACTION COMMANDS
14) You become too pretty to hurt
WHISPERS (Xanathar)
3) Spend Inspiration to deal psychic weapon damage
3) Scare the crap out of someone
6) Steal a dead guy’s identity through their shadow
14) Make a new friend through blackmail
Hi all, welcome to First-Class Fridays. This series will be my review of each basic D&D Fifth Edition player class.
I will stress this is an ANALYSIS of this class, not a textbook recounting. Please consult your friendly neighborhood Player’s Handbook for more clarification.
STATS
Let’s break down how the 6 stats relate to the Druid:
STRENGTH
Secondary Attack Stat
DEXTERITY
Primary Attack Stat
Secondary Attack Stat
CONSTITUTION
Average HP at d8
INTELLIGENCE
Saving Throw Proficiency
3/8 skills use this
WISDOM
Spellcasting Stat
Saving Throw Proficiency
Required Skill for multiclassing
5/8 skills use this
CHARISMA
Not really that much...
STARTING OUT
You start out with a (very specific) list of weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears. You can normally only wield armor and shields which are not metal. You gain these armor skills (?) if you multiclass.
You get proficiency in Herbalism! You only get this if you begin as a druid
Your opening kit guarantees a weapon & shield, leathers, an outdoors backpack, and a druid focus. You can reject this loot in favor of an average of 50 GP.
At level 1, you get the following stuff:
DRUIDIC
A Language you most often will not use
SPELLCASTING
You can cast Cantrips for free
You can cast spells using Spell Slots
You technically know ALL DRUID SPELLS
You can pick your spells to cast each day
You can cast Rituals
You use a druid focus to cast spells
LEVELING UP
Basic stuff
You get 5 Ability Score Improvements: 4th, 8th, 12th, 16th, and 19th levels
You learn new spell levels at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th levels
Druid Circle (Subclass) starts at 2nd level and upgrades at 6th, 10th, and 14th levels
Level 2
WILD SHAPE
Shape-shift into BEAST!
You get to do this twice between rests, for a number of hours equal to half your druid level
Keep you “metal” stats while in Beast Mode
Gain the HP and Hit Die of your Beast, but any excess damage eats into your original HP
You can’t cast spells while in Beast Mode, but ongoing spells you cast prior to Beast Mode linger
You retain Class or Race abilities while in Beast Mode only if you can justify them
You Beastie attacks don’t count as weapon attacks
Start at 1/4 CR max
Upgrade to 1/2 CR max and get Swimming beasts at 4th Level
Upgrade to 1 CR max and get Flying beasts at 8th Level
Level 18
Your character will live to see everyone else die
You can cast spells while in Beast Mode
MAX LEVEL
You can shape-shift as often as you want
DRUID CIRCLES
LAND
2) Pick one of 8 Habitats for Extra Spells
2) +1 Druid Cantrips
2) Gain back some low-level spell slots each short rest
6) Move freely through difficult terrain and advantage against plants grabbing you
10) Immune to Elemental or Fey mind attacks, as well as getting sick
14) Beasts and plants don’t want to attack you
MOON
2) Wild Shape AS A BONUS ACTION
2) Spend spell slots in Beast Mode to heal yourself!!
2) Wild Shape Max CR becomes 1
6) Max Beast CR becomes 3, and your Beastie attacks become magical
10) Spend 2 Wild Shapes to turn into an Elemental!
14) ALTER SELF
SHEPARD (XANATHAR)
2) Learn the language of Beasts and Fey!
2) Summon a Spirit Animal to help you
BEAR: Gives Temp HP and Advantage to Strength
HAWK: Gives advantage to attacks, as well as Perception
Unicorn: Gives invisibility detection, and heals extra allies from your spells
6) Animals you summon with spells are tougher and have magic attacks
10) Your Spirit Animals heal your allies
14) When you drop to 0, you get 4 Beast Body Guards
DREAMS (XANATHAR)
2) Pool of d6 equal to your Druid Level
2) Spend up to half these dice to heal your allies
2) Channel Divinity: Charm beasts and plants
6) Create a bubble around your friends while you sleep which hides you and makes it easier for you to spot danger
10) Teleport yourself or an ally while in battle
17) DREAM, SCRYING, TELEPORTATION CIRCLE. The teleport sends you back to your last resting place.
Hi all, welcome to First-Class Fridays. This series will be my review of each basic D&D Fifth Edition player class.
I will stress this is an ANALYSIS of this class, not a textbook recounting. Please consult your friendly neighborhood Player’s Handbook for more clarification.
STATS
Let’s break down how the 6 stats relate to the Cleric:
STRENGTH
Primary Attack Stat
DEXTERITY
Secondary Attack Stat
CONSTITUTION
Average HP at d8
INTELLIGENCE
2/5 skills use this
WISDOM
Spellcasting Stat
Saving Throw Proficiency
Required Skill for multiclassing
2/5 skills use this
CHARISMA
Saving Throw Proficiency
1/5 skills use this
STARTING OUT
You start proficient wielding simple weapons. You are used to wearing light and medium armor, as well as shields, which you gain if you become a cleric later in life.
Your opening kit guarantees a smasher, some armor, an quick-draw shooter, a outdoorsy backpack, your holy symbol and a shield. You can reject this loot in favor of an average of 125 GP.
At level 1, you get the following stuff:
DIVINE DOMAIN
The primary “flavor”of your god
Gives you abilities at 1st level: upgrades at 2nd, 6th, 8th, and 17th levels
Gives your bonus spells at 1st, 3rd, 5th, 7th, and 9th levels
SPELLCASTING
You can cast Cantrips for free
You can cast spells using Spell Slots
You technically know ALL CLERIC SPELLS
You can pick your spells to cast each day
You can cast Rituals
You use a holy symbol to cast spells
LEVELING UP
Basic stuff
Your Channel Divinity (see below) upgrades at 2nd, 6th, and 18th levels
You get 5 Ability Score Improvements: 4th, 8th, 12th, 16th, and 19th levels
You learn new spell levels at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th levels
Level 2
CHANNEL DIVINITY
CHANNEL DIVINITY
You choose if you are going to use a Domain Ability or Turn Undead
Domain abilities differ between gods
Turn Undead either scares away baddies or destroys them (starting at 1/2CR)
Turn Undead ability starts at 5th level and upgrades at 8th, 11th, 14th, and 17th levels
Level 10
DIVINE INTERVENTION
You call up your god for DIRECT ACTION
The percent chance your god listens to you is equal to your Cleric Level
Either is once Per Week, or once Per Long Rest
MAX LEVEL
Your god intervenes for you EVERY TIME
DIVINE DOMAINS
KNOWLEDGE
Spells per Level
1) COMMAND, IDENTIFY
3) AUGURY, SUGGESTION
5) NONDETECTION, SPEAK WITH DEAD
7) ARCANE EYE, CONFUSION
9) LEGEND LORE, SCRYING
1) Your 1st level or higher healing spells give 2+Spell Level HP
2) Channel Divinity: Gain a new Proficiency for 10 Minutes
6) Channel Divinity: Read a creature’s thoughts and command them
8) Add you Wisdom Bonus to your Cleric Spell CANTRIP Damage
17) Spend a number of mintues equal to your Wisdom Score to learn who
previously owned an object, or what happened at a certain place
LIFE
Spells per Level
1) BLESS, CURE WOUNDS
3) LESSER RESTORATION, SPIRITUAL WEAPON
5) BEACON OF HOPE, REVIVIFY
7) DEATH WARD, GUARDIAN OF FAITH
9) MASS CURE WOUNDS, RAISE DEAD
1) Bonus proficiency: Heavy armor
1) Your 1st level or higher healing spells give 2+Spell Level HP
2) Channel Divinity: You use a pool of HP equal to 5x your Cleric level to heal any number of your allies
6) Your healing spells heal you for the bonus damage
8) Your first attack deals 1d8 Radiant damage (upgrades at 14th level)
17) Your healing spells which roll dice instead give MAX TOTALS
LIGHT
Spells per Level
1) BURNING HANDS, FAERIE FIRE
3) FLAMING SPHERE, SCORCHING RAY
5) DAYLIGHT, FIREBALL
7) GUARDIAN OF FAITH, WALL OF FIRE
9) FLAME STRIKE, SCRYING
1) Bonus Spell: LIGHT
1) Blind an enemy to protect yourself
2) Channel Divinity: Dispel magical darkness and sunburst your enemies
6) Blind baddies attacking your allies
8) Add you Wisdom Bonus to your Cleric Spell CANTRIP Damage
17) Be a safety Nightlight for your friends
NATURE
Spells per Level
1) ANIMAL FRIENDSHIP, SPEAK WITH ANIMALS
3) BARKSKIN, SPIKE GROWTH
5) PLANT GROWTH, WIND WALL
7) DOMINATE BEAST, GRASPING VINE
9) INSECT PLAGUE, TREE STRIDE
1) 1 Bonus Druid Cantrip and 1 Skill: Animal Handling, Nature, Survival
1) 1 Bonus Proficiency: Heavy Armor
2) Channel Divinity: Charm beasts and plants
6) Use your Reaction to grant resistance to one type of elemental damage to yourself or an ally
8) Your first attack deals 1d8 elemental damage (upgrades at 14th level)
17) Channel Divinity: Use your bonus action to dictate a charmed creature’s/plant’s next turn
TEMPEST
Spells per Level
1) FOG CLOUD, THUNDERWAVE
3) GUST OF WIND, SHATTER
5) CALL LIGHTNING, SLEET STORM
7) CONTROL WATER, ICE STORM
9) DESTRUCTIVE WAVE, INSECT PLAGUE
1) Bonus Proficiency: Heavy Armor and Martial Weapons
1) Use reaction to shock back
2) Channel Divinity: Max out Lightning or Thunder damage
6) Use Lightning damage to push baddies away
8) Your first attack deals 1d8 Thunder damage (upgrades at 14th level)
17) Fly outdoors!
1) Give an ally advantage on Stealth
2) Channel Divinity: Create a copy of yourself!
6) Channel Divinity: Vanish for a turn!
8) Your first attack deals 1d8 Poison damage (upgrades at 14th level)
17) Channel Divinity: Create up to 4 copies of yourself!!!!
WAR
Spells per Level
1) DIVINE FAVOR, SHIELD OF FAITH
3) MAGIC WEAPON, SPIRITUAL WEAPON
5) CRUSADER’S MANTLE, SPIRIT GUARDIANS
7) FREEDOM OF MOVEMENT, STONESKIN
9) FLAME STRIKE, HOLD MONSTER
1) Bonus Proficiency: Heavy Armor and Martial Weapons
1) Bonus action, extra attack!
2) Channel Divinity: +10 to your weapon attack
6) Channel Divinity: +10 to your ally’s weapon attack
8) Your first attack deals 1d8 extra damage (upgrades at 14th level)
17) RESISTANCE TO NON-MAGICAL WEAPONS
FORGE (Xanathar)
Spells per Level
1) IDENTIFY, SEARING SMITE
3) HEAT METAL, MAGIC WEAPON
5) ELEMENTAL WEAPON, PROTECTION FROM ENERGY
7) FABRICATE, WALL OF FIRE
9) ANIMATE OBJECTS, CREATION
1) Bonus Proficiency: Heavy Armor and Smith Tools
1) Once per day make a mundane weapon/armor into a +1 magic item!
2) Channel Divinity: Take an hour and create something metal that’s at most 100 GP
6) +1 to AC, and also FIRE RESISTANCE
8) Your first attack deals 1d8 fire damage (upgrades at 14th level)
17) IMMUNITY TO FIRE, and RESISTANCE TO NON-MAGICAL WEAPONS (while you wear heavy armor)
GRAVE (Xanathar)
Spells per Level
1) BANE, FALSE LIFE
3) GENTLE REPOSE, RAY OF ENFEEBLEMENT
5) REVIVIFY, VAMPIRIC TOUCH
7) BLIGHT, DEATH WARD
9) ANTI LIFE SHELL, RAISE DEAD
1) Healing a creature at 0 HP gives MAX HEALTH
1) Bonus Cantrip: SPARE THE DYING. You can cast it as a Bonus Action, with a range of 30 ft.
1) Sense nearby Undead for 1 turn
2) Channel Divinity: Make an enemy take double damage from the next thing to hurt them
6) Use your Reaction to turn a crit into a normal hit
8) Add you Wisdom Bonus to your Cleric Spell CANTRIP Damage
17) Once per day heal youself of an ally using the HP pool of a baddie
ARCANA (SWORD COAST)
Spells per Level
1) DETECT MAGIC, MAGIC MISSLE
3) MAGIC WEAPON, NYSTUL’S MAGIC AURA
5) DISPEL MAGIC, MAGIC CIRCLE
7) ARCANE EYE, LEOMUND’S SECRET CHEST
9) PLANAR BINDING, TELEPORTATION CIRCLE
1) Bonus Proficiency: Arcana
1) 2 Bonus WIZARD CANTRIPS
2) Channel Divinity: Your Turn Undead can apply to Celestials, Elementals, Fey, or Fiends
6) When you use a healing spell, you can end a spell’s effect on the target if it is of equal or lesser level
8) Add you Wisdom Bonus to your Cleric Spell CANTRIP Damage
17) 1 Bonus WIZARD SPELL of 6th, 7th, 8th, and 9th Level!
DEATH (DMG)
Spells per Level
1) FALSE LIFE, RAY OF SICKNESS
3) BLINDNESS/DEAFNESS, RAY OF ENFEEBLEMENT
5) ANIMATE DEAD, VAMPIRIC TOUCH
7) BLIGHT, DEATH WARD
9) ANTILIFE SHELL, CLOUDKILL
1) 1 Bonus Proficiency: Maritial Weapons
1) 1 Bonus Necromancy Cantrip: such spell target an additional creature withing 5 ft of the first
2) Channel Divinity: Melee attacks deal Necrotic damage equal to 5 + (Cleric Level x 2)
6) Your Necrotic damage ignores Resistances
8) Your first attack deals 1d8 Necrotic damage (upgrades at 14th level)
17) Channel Divinity: Your Necromancy spells all target up to 2 creatures within 5 ft of each other!!
Hi all, welcome to the REDUX of FIrst-Class Fridays. This series will be my review of each basic D&D Fifth Edition player class. I wasn't too happy with my first draft of this review type, so I'm gonna try again.
Again I will stress this is an ANALYSIS of this class, not a textbook recounting. Please consult your friendly neighborhood Player's Handbook for more clarification.
STATS
Let's break down how the 6 stats relate to the Barbarian:
STRENGTH
Primary weapon attack stat
Saving Throw Proficiency
1/6 starting skills use it
Benefits from Rage (see below)
Prerequisite stat for Multi classing
DEXTERITY
Secondary weapon attack stat
Used for calculating AC
CONSTITUTION
Class A Hit Points (d12!)
Saving Throw Proficiency
Used for calculating AC (see below)
INTELLIGENCE
1/6 starting skills use it
WISDOM
1/2 starting skills use it
CHARISMA
1/6 starting skills use it
STARTING OUT
You start proficient wielding all weapons, and wearing all but the heaviest armors. You don't start with any tool-knowledge. If you jump in later you get the weapon knowledge plus shields.
Your opening kit guarantees 2 different weapons, an outdoors care package and some pointed sticks. You can reject this loot in favor of an average of 50 GP.
At level 1, you get the following stuff:
RAGE
You get angry while in combat up to a minute, getting the following bonuses:
Skills and Saves using Strength are with Advantage
Bonus damage when using Strength
Resistance to weapon damage
This ability improves at 7th, 11th, and 15th levels.
At Max level you can rage whenever you want.
UNARMORED DEFENSE
Your AC without armor adds your CON bonus too
LEVELING UP
Basic stuff
Class Specialization (Primal Path) is at Level 3
Your Primal Paths upgrade at 6th, 10th, and 14th levels
You get 4 Ability Score Improvements: 4th, 8th, 12th, and 16th levels
Your Extra Attack is at Level 5
Level 2
DEX saves are with advantage
You can attack recklessly for advantage
Level 5
You get 10 Ft of extra movement while unarmored
Level 7
Advantage on Initiative!
Level 9
Roll +1 damage die each crit
This upgrades at 13th and 17th levels
Level 18
You can replace bad Strength rolls with your Strength Score!!!
MAX LEVEL
Your natural Strength and Constitution scores can become 24
PRIMAL PATHS
BERSERKER
3) Frenzy while you rage for more attacks at the cost of exhaustion
6) Rage mindlessly to avoid charms and fear
10) Use you CHARISMA to impose fear on a quarry
14) React to counter-punch!
TOTEM WARRIOR
3) Beast Sense and Speak with Animal spells
3) Pick Spirit Animals to get buffs
10) Commune with Nature spell
BEAR
3) Resist all damage except Psychic
6) Carry more stuff
14) Force everyone to fight you
EAGLE
3) Dash like the wind
6) Telescope Eyes
14) Leap tall buildings in a single bound
WOLF
3) Pack Tatics!
6) Track and Run
14) Bonus action knock down
ELK (Sword Coast)
3) Rage and Run
6) They do move in herds
14) Trample over baddies in your rage
TIGER (Sword Coast)
3) Rage and Jump
6) Predator Skills
14) Extra attacks when you move!
ANCESTRAL GUARDIAN (Xanathar)
3) Your dead relatives keep the fight between you two
6) Your dead relatives shield your allies
10) Augury and Clairvoyance spells
14) Your dead relatives punch back
STORM HERALD (Xanathar)
Pick a biome and get buffs
SEA
3) Bolt of lightning
6) Resist Lightning and Swim
10) Give allies Lightning Resist
14) React to push over
TUNDRA
3) Give allies Temp HP
6) Resist the Cold and BECOME ELSA
10) Give allies Cold Resist
14) React to freeze
DESERT
3) Sphere of burning
6) Resist the Heat and LIGHT IT UP
10) Give allies Fire Resist
14) React to burn
ZEALOT (Xanathar)
3) Bonus Necrotic or Radiant weapon damage
3) Free Resurrections!
6) Failed Saves get another reroll
10) Inspire allies with your rage
14) As long as you're angry, you can't die
BATTLE RAGER (Sword Coast)
3) Get Spiked Armor
3) Stab people with a bonus action, or when you grapple
6) Get Temp HP when you Reckless Rage
10) Bonus action Rage-Dash!
14) Enemy stabs get stabbed back
Hi all, welcome to First-Class Fridays. This series will be my review of each basic D&D Fifth Edition player class.
I will stress this is an ANALYSIS of this class, not a textbook recounting. Please consult your friendly neighborhood Player’s Handbook for more clarification.
STATS
Let’s break down how the 6 stats relate to the Monk
STRENGTH
Secondary Attack Stat
Saving Throw Proficiency
1/6 skills use this
DEXTERITY
Primary Attack Stat
Saving Throw Proficiency
2/6 skills use this
Required Skill for multiclassing
CONSTITUTION
Average HP at d8
INTELLIGENCE
2/6 skills use this
WISDOM
1/6 skills use this
Saving Throw Proficiency
CHARISMA
Not much...
STARTING OUT
You start out being able to use Simple weapons and shortswords.
You know how to use one set of Guild Artisan tools and one Instrument.
Your opening kit guarantees a big weapon, a backpack, and some throwing darts. You can reject this loot in favor of an average of 8 GP.
At level 1, you get the following stuff:
MARTIAL ARTS
You can use DEX instead of STR for your punches
Your punches hit on a d4
When you hit with your weapon, you can punch as a bonus action
Unarmored Strike
Without armor, your AC is 10 + DEX + WIS
LEVELING UP
Basic stuff
Ability Score improvements at 4th, 8th, 12th, 16th, and 19th levels
Your Punching damage upgrades at 5th, 11th, and 17th levels
Level 2
KI
Kung Fu Points
1 Ki = 2 bonus action punches
1 Kit = bonus action Dodge
1 Ki = bonus action Dash or Disengage, and double jump!
Level 3
DEFLECT MISSILES
React to a ranged attack to reduce the damage by 1d10 + DEX + LVL
If you negate all the damage, spend KI to throw it back
Level 4
SLOW FALL
Reduce fall damage by 5 X LVL
Level 5
EXTRA ATTACK
Level 6
MAGIC PUNCHES
Level 7
EVASION
Succeed on a DEX save to take no damage, or half damage if you fail
STILLNESS OF MIND
Use your action to end Fear or Charm conditions
Level 10
PURITY OF BODY
Immunity to POISON AND DISEASE
Level 13
TONGUE OF THE SUN AND MOON
You know all languages
Everyone can understand you
Level 14
DIAMOND SOUL
Proficiency in all Saving Throws
If you fail a save, spend 1 KI to reroll
Level 15
TIMELESS BODY
You do not age
You do not need food and water
Level 18
EMPTY BODY
4 KI = Invisibility for 1 minute
Resist all damage except Force damage while Invisible
8 KI = Astral Projection
Level 20
PERFECT SELF
When you roll Initiative without KI, gain 4 KI
MONASTIC TRADITIONS
OPEN HAND
3) Use your punches to push, knock down, or slow your enemy
6) Once per day heal yourself 3 x Lvl
11) Cast SANCTUARY until your Long Rest!
17) When you punch, 3 KI = have target make a CON save to either DIE or take 10d10 Necrotic damage
SHADOW
3) 2 KI = DARKNESS, DARKVISION, PASS WITHOUT TRACE, or SILENCE
3) Gain MINOR ILLUSION
6) Teleport in shadow up to 60 ft through shadow, then have advantage on your first attack.
11) Invisibility in shadows until your take a major action
17) React to an nearby ally hitting an enemy to attack
FOUR ELEMENTS
3) Elemental PRESTIDIGITATION plus an Elemental Discipline
3) Gain a new one at 6th, 11th ,and 17th levels
FANGs OF THE FIRE SNAKE (1 KI): Punches gain 10 ft reach and 1d10 Fire
FIST OF FOUR THUNFERS (2 KI): Cast THUNDERWAVE
FIST OF UNBROKEN AIR (2 KI): STR save to take 3d10 Bludgeoning and be pushed 20 ft, or half as much on a success
RUSH OF THE GALE SPIRITS (2 KI): Cast GUST OF WIND
SHAPE OF SLOWING RIVER (1 KI): Create a 30 foot large ice flow in a body of water within 120 ft
SWEEP OF CINDER STRIKE (2 KI): Cast BURNING HANDS
WATER WHIP (2 KI): 3d10 Bludgeoning damage and pulled 25 ft on a failed DEX save, or half as much on a success
CLENCH OF THE NORTH WIND (6th LVL, 3 KI): Cast HOLD PERSON
GONG OF THE SUMMIT (6th LVL, 3 KI): Cast SHATTER
FLAMES OF THE PHOENIX (11th LVL, 4 KI): Cast FIREBALL
MIST STANCE (11th LVL, 4 KI): Cast GASEOUS FORM
RIDE THE WIND (11th LVL, 4 KI): Cast FLY
BREATH OF WINTER (17th LVL, 6 KI): Cast CONE OF COLD
RIVER OF HUNGRY FLAME (17th LVL, 5 KI): Cast WALL OF FIRE
WAVE OF ROLLING EARTH (17th LVL, 6 KI): Cast WALL OF STONE
KENSEI (XANATHAR)
3) Gain Calligraphy or Painter tools, plus a new weapon proficiency
3) Punch while holing your weapon to gain +2 AC
7) Bonus action to deal an extra 1d4 damage
11) Your weapon attacks are magical and deal extra damage using your punch
11) 1-3 KI = Bonus to an nonbonus magical weapon equal to the Ki spent
17) Once per day, when you miss an attack, reroll the attack
SUN SOUL (XANATHAR)
3) Shoot Radiant damage shots as a punch
6) 2 KI = BURNING HANDS
11) 150 ft Radiant bomb (2d6 + 1d6 for each Ki you spend)
15) Bonus action Sun Shield (5 + WIS Radiant damage as a reaction to an attacker)
DRUNKEN MASTER (XANATHAR)
3) Bonus Performance and Brewer’s Kit proficiency
3) When your Flurry of Blows, get a free Disengage and +10 ft move
6) Get up from prone using 5 ft
6) 1 KI = If you miss on an attack, try to hit another target within 5 ft
11) 2 KI = cancel a Disadvantage
17) Make up to 5 Flurry of Blows on different creatures