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Aspect Codex
Ki is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Ki has 42 powers ready for character sheets, including 33 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
33 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Ki has 42 powers ready for character sheets, including 33 with VTT hooks.
Ki defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
You awaken internal energy through breath, balance, and focused motion. You may use WIS instead of STR for unarmed strike damage and instead of STR for Athletics checks made to jump, climb, balance, or resist forced movement.
Move up to 10 ft. without provoking opportunity attacks. This movement may pass across narrow ledges, loose surfaces, water, or unstable ground if you end on a surface that can hold you.
Make an unarmed strike or simple weapon attack. On a hit, deal extra force, radiant, thunder, or bludgeoning damage as your ki follows through the impact.
Center your breathing. Gain temporary hit points equal to 1d6 plus your WIS modifier and advantage on the next Acrobatics or Insight check you make before your next turn.
When you are hit by a ranged weapon attack, reduce the damage by 1d10 plus your DEX modifier plus your Ki tier. If reduced to 0, you may catch or redirect the missile.
After you make an attack on your turn, make one unarmed strike. If both attacks hit the same creature this turn, it cannot take reactions until the start of your next turn.
Until the start of your next turn, your jump distance doubles, your speed increases by 15 ft., and you may Dash or Disengage as part of this power.
When you make a STR, DEX, or CON saving throw, roll 1d6 and add it to the result. If the save resists poison, disease, exhaustion, or forced movement, roll 1d8 instead.
Make an unarmed strike. On a hit, the target takes extra damage and must make a CON save or have disadvantage on the next attack roll or ability check it makes before your next turn.
You can move along vertical surfaces and across liquids during your turn without falling during the movement. If you end your turn unsupported, you fall normally.
You can sense living energy within 30 ft. while you are not blinded and not incapacitated. You have advantage on Insight checks to read intent, hostility, or hesitation in creatures you can perceive.
Make an unarmed strike. On a hit, the target takes extra damage and must make a CON save or be stunned until the start of your next turn.
When a creature misses you with a melee attack, redirect its momentum. The creature must make a DEX save or fall prone, be pushed 10 ft., or strike another creature within reach.
End one frightened or charmed condition affecting you. If the effect was caused by a creature you can see, you have advantage on your next attack or save against that creature before your next turn.
After you take the Attack action, make two unarmed strikes. If both hit, choose one: push the target 10 ft., knock it prone, or prevent reactions until your next turn.
Release a short pulse of internal force. Creatures of your choice in the emanation make a CON save, taking force or thunder damage and being pushed 10 ft. on a failed save, or half damage only on a success.
Your body becomes light and responsive. You reduce falling damage by five times your Ki tier, may stand from prone without spending movement, and ignore nonmagical difficult terrain while moving.
When hit by an attack, add your WIS modifier to your AC against the triggering attack. Until your next turn, you also have advantage on DEX saving throws.
You are immune to mundane disease and have advantage on saves against poison, exhaustion, intoxication, and body-altering effects. When you spend a charge to heal yourself, heal extra hit points equal to your WIS modifier.
Launch a sequence of focused ki strikes at range. Make up to three ranged power attacks against one or more creatures. Each hit deals force or radiant damage.
Touch one willing creature and restore hit points. The target may also end one frightened, charmed, poisoned, or slowed condition affecting it.
For the duration, opportunity attacks against you have disadvantage, you can move through hostile spaces as difficult terrain, and once per turn you may reduce melee damage by your WIS modifier.
Your unarmed strikes count as magical and may deal bludgeoning, force, radiant, or thunder damage. Your walking speed increases by 10 ft., and your jump distance triples.
Strike the air and release a wave of ki. Creatures in the cone make a STR save, taking force damage and being knocked prone on a failed save, or half damage only on a success.
Choose one creature within range. It must make a WIS save or be unable to benefit from advantage, rage, frenzy, fear effects, or hostile emotional magic for the duration. It repeats the save at the end of each turn.
When you fail a DEX save, Acrobatics check, or saving throw against being knocked prone, pushed, restrained, or grappled, reroll and use the new result.
Make an unarmed strike. On a hit, plant disruptive ki in the target. Once before the duration ends, you may use a bonus action to force it to make a CON save, taking heavy force damage on a failure or half on a success.
Become partially untethered from the material world. You resist all damage except force and psychic, can move through creatures, and your movement does not provoke opportunity attacks.
Move up to 60 ft. to an unoccupied space you can see. This is not teleportation; you cross the distance in a blur and can move along walls, water, enemies, and narrow surfaces during the movement.
Make an unarmed strike. On a hit, the target takes extra damage and must make a WIS save or lose concentration, end one active magical effect of Tier 7 or lower on itself, or be unable to cast spells until your next turn.
You have proficiency in all saving throws. If you already have proficiency, add 1d4 to that save. You also age slowly and require half as much food, water, and sleep.
Move in a blur of strikes. Creatures of your choice in the emanation make a DEX save, taking force or bludgeoning damage and being unable to take reactions on a failed save, or half damage only on a success.
Open a dangerous inner gate of power. For the duration, your speed doubles, unarmed strikes deal extra force damage once per turn, and you have advantage on STR, DEX, and CON saves. When it ends, gain one level of exhaustion.
Create a field of perfect control. Hostile creatures in the emanation treat the area as difficult terrain, cannot take reactions, and must make a WIS save to willingly move farther from you.
At the start of combat, if you have no Charges, regain Charges equal to your WIS modifier, minimum 1. Your movement cannot be reduced by non-divine effects while you are conscious.
Make one unarmed strike. On a hit, deal immense force damage. The target must make a CON save or be stunned, pushed 60 ft., and knocked prone.
You no longer suffer frailty from age, cannot be magically aged unless you allow it, and may go without food, water, and sleep for a number of days equal to your WIS score without penalty.
Move up to your speed without provoking. During this movement, make one unarmed strike against up to five different creatures you pass within reach of.
Become a living vessel of perfected internal energy. Your speed doubles, you can hover, all saves gain a 1d6 bonus, and once per turn your unarmed strikes or Ki powers deal or prevent extra force or radiant damage.
Open the final inner gate. For the duration, your speed triples, unarmed strikes score critical hits on 19–20, and once per turn you may add 8d10 force damage to a hit. When it ends, gain two levels of exhaustion.
Make one unarmed strike against a creature, object, or structure. On a hit, the target makes a CON save, taking catastrophic force damage and being stunned or rendered motionless on a failed save.
Declare a mythic act of ki tied to a duel, monastery, army, dragon, impossible journey, divine trial, or final breath. It can be opposed only by Tier 10 ki mastery, divine intervention, artifact protection, or a story condition.
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