Reinforcement Magic (Ki)
Empowering their body with the inner strength of their ki, these fighters are focused on single-target fights. They are always pushing themselves to become stronger and faster. They are ever-searching for the next challenge, taking on all comers regardless of the potential outcome.
Evil Containment Jar:
“Take 20” to craft a containment jar that will hold a being of evil. You may not craft more than one of these per day.
Sense the power level of your opponent
You are immune to mind control & magical mind-altering effects. You may now go -25% of your hit points before going unconscious
You take 10% less physical damage from all sources
You take 10% less magic damage from all sources
If you are attacking the same enemy as last turn, and you sacrifice your movement and free action this turn, you may use a second ability.
Move in an explosive burst so quickly that you leave an image of yourself behind. This may not move, attack, or otherwise interact with others but leaves the impression that you are still there for D4 rounds.
Deal one die size higher and gain 10% of your maximum health for D4 rounds.
50% Max Power:
Sacrifice 50% of your maximum health and deal 100% extra damage for D6 rounds. When this effect ends, your maximum health pool returns but you do not regain the lost life.
Sacrifice 90% of your maximum health and deal 200% extra damage for D6 rounds. When this effect ends, your maximum health pool returns but you do not regain the lost life.
Encase yourself in a barrier of ki which deflects minor attacks (anything less than your current hit points) for D4 rounds. Usable once per fight.
Gain an extra 10% armor by reinforcing it with your ki. Lasts until those armor points are used.
You know what is real, and what isn’t. You can’t be fooled by illusions, led astray by charms or wiles, or duped by charisma for D4 rounds. Only one reinforcement may be active at a time. Using the same reinforcement multiple times in a row may be subject to diminishing returns.
Reinforce your body with ki, allowing you to run faster, jump higher, and survive additional falling & crushing damage without losing hit points. All of these effects are double your normal stats for D4 rounds. Only one reinforcement may be active at a time. Using the same reinforcement multiple times in a row may be subject to diminishing returns.
Regenerate D4 health over D4 turns. Only one reinforcement may be active at a time. Using the same reinforcement multiple times in a row may be subject to diminishing returns.
Thunder Shock Surprise:
Shoot a bolt of ki towards an enemy, trapping them within an electric field of energy. You must channel this ability to hold them in place, lasts a maximum of D4 rounds. Enemies have a chance to break free but may continue taking damage while inside.
Evil Containment Wave:
Sacrifice half of your maximum health as energy. Using your ki, lift an opponent into the air and force them into a magically sealed container.
Drink and become fortified for D4 rounds. You may not move more than 5 spaces during this time, you may not crit, and you may only use physical melee attacks. During this time you roll an additional D10 damage.
Open palm strike an opponent and stun them for D4 rounds. Damage will not interrupt this state.
High Speed Hammer:
Grab an opponent with both hands and slam them face first into the ground, follow up with a punch to the back of their head for D8 damage. They are now prone, with a chance to be stunned or knocked unconscious.
Explode with ki energy in all directions, dealing D8 magic AoE damage
Summon a rod of pure energy from your hand, serving as an extension of your arm, doubling your reach. This ki blade may act as both a traditional melee weapon and deal magic damage to enemies. Lasts until cancelled, deals D10 damage when attacking with it, and pierces up to plate armor. If your only attack this turn is with the ki blade, extend its power and double its range to wield as a 2h weapon for D20 damage.