1. Notes

Way of the Ki Blocker

Monastic Tradition

Monks that practice the Way of the Ki Blocker prime their bodies and minds to align with the cosmic energy of the universe. A ki blocker feels ki supernaturally as it flows through every living thing, and can hit pressure points on an opponent to sever that enemy's connection with its own ki flow. This ability makes ki blockers highly dangerous opponents to lacers of any element.

Pressure Points

When you choose this tradition at 3rd level, you begin to learn the secrets of hitting pressure points on your enemies, disabling them, Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you subject the target to a Constitution saving throw. On a failed save, choose one of the following weaknesses:

  • Attack. The first attack the target makes is made with disadvantage.
  • Saving Throw. The first Strength or Dexterity ability check or saving throw the target makes is made with disadvantage.

These weaknesses last until the end of your next turn. A target cannot gain multiple of the same weakness but can gain both weaknesses if you successfully hit with each attack from your Flurry of Blows and the target fails both of its saving throws.

Ki Blocking

By 6th level, you've begun to learn about how to block the ki flow in creatures. When you hit another creature that is not wearing heavy armor with an unarmed attack, you can spend 3 ki points to attempt to ki block it. The target must make a Constitution saving throw. On a failed save, the target suffers the following penalties for a number of rounds equal to your Wisdom modifier:

  • Ki Pool. If the target has a pool of ki, it cannot spend ki points for the duration.
  • Spells. If the target casts spells, it cannot use its spell slots for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Keen Agility

At 11th level, you gain proficiency in Strength (Athletics) and Dexterity (Acrobatics) skill checks. If you already have proficiency in either of these skills, you instead add double your proficiency bonus when you make such a check.

Paralyzing Strike

Beginning at 17th level, you can strike an opponent's vital spots to put them out of commission. When you hit a creature that is not wearing heavy armor with an unarmed attack, you can spend 4 ki points to attempt a paralyzing strike. The target must succeed on a Constitution saving throw or become paralyzed for 1d4 rounds and knocked prone.