Aspect Codex

Ki

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.

KiNon-spellcastingChargesAcrobatics

What This Aspect Does

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.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0PassiveAt-Will

Ki Discipline

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.

Tier 0Bonus ActionAt-Will

Flowing Step

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.

Tier 1ActionAt-Will

Focused Strike

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.

Tier 1Bonus ActionAt-Will

Patient Breath

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.

Tier 1ReactionAt-Will

Deflect Missile

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.

Tier 1Bonus ActionAt-Will

Swift Flurry

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.

Tier 2Bonus ActionAt-Will

Step of the Wind

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.

Tier 2ReactionAt-Will

Iron Breath

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.

Tier 2ActionAt-Will

Pressure Point

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.

Tier 2PassiveAt-Will

Wall-Runner

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.

Tier 3PassiveAt-Will

Ki Awareness

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.

Tier 3ActionAt-Will

Stunning Palm

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.

Tier 3ReactionAt-Will

Redirect Force

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.

Tier 3Bonus ActionAt-Will

Still Mind

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.

Tier 4Bonus ActionAt-Will

Flurry of Blows

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.

Tier 4ActionAt-Will

Ki Pulse

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.

Tier 4PassiveAt-Will

Light Body

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.

Tier 4ReactionAt-Will

Focused Defense

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.

Tier 5PassiveAt-Will

Purity of Body

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.

Tier 5ActionAt-Will

Ki Barrage

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.

Tier 5ActionAt-Will

Open the Flow

Touch one willing creature and restore hit points. The target may also end one frightened, charmed, poisoned, or slowed condition affecting it.

Tier 5Bonus ActionAt-Will

Body Like Water

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.

Tier 6PassiveAt-Will

Ki Dominion

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.

Tier 6ActionAt-Will

Empty Palm Wave

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.

Tier 6ActionAt-Will

Quiet the Spirit

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.

Tier 6ReactionAt-Will

Perfect Balance

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.

Tier 7ActionAt-Will

Quivering Palm

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.

Tier 7Bonus ActionAt-Will

Empty Body

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.

Tier 7Bonus ActionAt-Will

Ki Step

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.

Tier 7ActionAt-Will

Disrupting Fist

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.

Tier 8PassiveAt-Will

Diamond Soul

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.

Tier 8ActionAt-Will

Hundred-Hand Storm

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.

Tier 8Bonus Action1/Long Rest

Inner Gate

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.

Tier 8ActionAt-Will

Stillness Field

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.

Tier 9PassiveAt-Will

Perfect Self

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.

Tier 9Action1/Long Rest

One-Inch Cataclysm

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.

Tier 9PassiveAt-Will

Timeless Body

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.

Tier 9ActionAt-Will

Soul-Step Barrage

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.

Tier 10Bonus ActionAt-Will

Avatar of Ki

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.

Tier 10Bonus Action1/Long Rest

Open the Final Gate

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.

Tier 10Action1/Long Rest

Palm That Ends Motion

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.

Tier 10Action1/Ever

Perfect Stillness

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.

Characters With This Aspect

No character is linked to this aspect yet.