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Cultivator v2.

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Cultivator

A
dwarf flexes his fingers as the newest weapon
disappears inside his core. Delighted by the
prospect of mastering these new arms, he
summons the weapon to his hands as he rises
to charge his sparring partner. The hammer
connects, knocking the opponent back and off
balance, only to be instantly assaulted by the
blades that replace the hammer in a flash.
While her enemies pour into the room to surround her, the
elf calmly prepares her next move with energy crackling
between her hands. When the moment is right, she vanishes
in a burst of lightning. Her befuddled foes don’t realize that
she’s now standing in the entrance behind them until she
unleashed waves of electricity back into the chamber.
An orc drops from the roof, rolling with the fall to come
back up running. Heading towards his companions, he can
see they are blissfully unaware of the sorcerer preparing
something devastating behind them. He throws his shield at
the sorcerer and connects, buying him more time to arrive
behind his party to generate a large shield of light and part
the sea of fire that spews forth from the caster.
Cultivators are those who would learn powerful techniques
to further their strength. They see every fight as an
opportunity to grow, and every enemy is a treasure trove of
experience waiting to be plundered. A cultivator often seeks
physical perfection in themselves and their techniques.
A Foundation of Ki
Ki is a fundamental force that resides in all living and non-
living things. Cultivators have learned ways to gather this
power and accumulate it in an internal reservoir that they call
their ‘foundation’. Drawing from this Ki reserve, they can
perform secret techniques to create supernatural effects.
These techniques may have been passed on to a cultivator
by an instructor or they may have learned it from an ancient
manual. In rare cases, they might have even created one by
themselves. Acquiring their technique is a significant event
for a cultivator, as they will most likely be drawn to honing
and perfecting it for the rest of their lives.
Pursuit of Perfection
"Civilize the mind, but make savage the body." Cultivators
strive to grow their foundation to the highest peaks and to
break through barriers in their cultivation as quickly as
possible. This pursuit drives them towards combat, as the
knowledge and experience gained in battle is crucial for their
progress. Their single-minded pursuits cause many
cultivators to live on their own, eschewing the crowds and
comforts of city life. At the same time, cultivators readily join
adventuring groups to meet their needs for combat, wealth
and materials – all in service of further honing their craft.

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Class Features
Cultivator As a cultivator, you gain the following class features
Proficiency Ki Hit Points
Level Bonus Features Pool Hit Dice: 1d8 per cultivator level
Cultivator's Aura, Ki, Hit Points at 1st Level: 8 + your Constitution modifier
1st +2
Unarmored Defense
1 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
2nd +2 Fighting Style 2
modifier per cultivator level after 1st
Techniques, Technique
Proficiencies
3rd +2
Feature
3 Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
4th +2 Ability Score Increase 4 Tools: Calligrapher's Supplies
5th +3 Extra Attack, Breakthrough 5 Saving Throws: Intelligence, Constitution
6th +3 Aura Infusion 6 Skills: Choose three skills from Acrobatics, Athletics,
Deception, History, Intimidation, Sleight of Hand, Stealth,
7th +3 Technique Feature 7 Survival
8th +3 Ability Score Increase 8 Equipment
9th +4 Of Sound Mind and Body 9 You start with the following equipment, in addition to the
equipment granted by your background:
10th +4 Auric Influence 10
11th +4 Technique Feature 11
(a) a martial weapon and a Shield or (b) two Martial
Weapons
12th +4 Ability Score Increase 12 (a) a Longbow and 20 arrows or (b) two handaxes
13th +5 Reforged Body 13
(a) a scholar's pack or (b) an explorer’s pack
14th +5 Aura Mastery 14
(DM Note) Why not Wisdom?
15th +5 Technique Feature 15
This question has two answers actually. First, this
16th +5 Ability Score Increase 16 class being so close to monk I wanted to distance
it a bit. B, anyone who's read a lot of cultivation
17th +6 Cultivation Assault 17
fantasy is aware of how different cultivating is in
18th +6 Accelerated Infusion 18 each universe. While Wisdom would definitely fit in
a lot of them I particularly enjoy the idea of
19th +6 Ability Score Increase 19
knowledge based cultivation. That is not to say that
20th +6 Ki Incarnate 20 you can't switch the Intelligence based stuff to
Wisdom or even Strength. It's your world, have at
it.

Creating a Cultivator
When creating a cultivator think about your characters
background and their motivation. Becoming a cultivator is a
path that takes dedication. Why is your character so
dedicated to growing stronger? An unfortunate event? A role
model? How did your character begin to learn their
respective technique? Were they taught at a dojo with others,
or under a master alone? It could even be as simple as a
manuscript found in ruins.
What your cultivator is searching for, whether it be looming
near or in the far future, can be important. Simple or not,
something drives a cultivator to continue on their painful and
arduous journey.
Quick Build
You can make a cultivator quickly by following these
suggestions. First, make Strength or Dexterity your highest
ability score, depending on your choice of weapon, followed
by Intelligence. Second, choose the Far Traveler Background.

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Cultivator's Aura Unarmored Defense
Your intense training and tempering of your body has left you While you are not wearing any armor, your Armor⁠Class
with the ability to physically exude your skill and power, equals 10 + your Dexterity modifier + your Intelligence
allowing you to coerce or even physically affect others. As modifier. You can use a Shield and still gain this benefit.
long as you have at least 1 ki point remaining your aura is
active with a range of 10 feet, and has the following abilities: Fighting Style
You may make Charisma based skill checks using your At 2nd level, you adopt a particular style of fighting as your
Intelligence modifier. specialty. Choose a Fighting Style from the list of optional
Enemies that make a saving throw while in your aura do features. You can't take the same Fighting Style option more
so at a penalty equal to half your Intelligence modifier than once, even if you get to choose again.
rounded down.
Your movement speed increases by 5 feet. Archery
You gain a +2 bonus to attack rolls you make with ranged
You may dismiss and reactivate your aura as a bonus weapons.
action, and it is automatically dismissed once you become
unconscious. Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a
Ki hostile creature, you do not have disadvantage on the attack
Your cultivation has begun to afford you to access to the roll. Your ranged attacks ignore half cover and three-quarters
condensed form of pure energy. Your access to this energy is cover against targets within 30 feet of you. You have a +1
represented by your ki pool. Your cultivator level determines bonus to attack rolls on ranged attacks.
the amount of ki you have, as shown in the Ki Pool column of Defense
the cultivator table. You may not have more ki than this While you are wearing armor, you gain a +1 bonus to AC.
maximum amount.
You can spend these points to fuel various techniques, Dueling
stance abilities, and features. You start knowing three such When you are wielding a melee weapon in one hand and no
features: Empowered Body, Relentless Pursuit, Spring other weapons, you gain a +2 bonus to damage rolls with that
Attack. weapon.
When you spend ki, that ki is unavailable until you finish a
short or long rest, at the end of which you condense more ki, Great Weapon Fighting
refilling your core. When you roll a 1 or 2 on a damage die for an attack you
Some of your technique and stance features require your make with a melee weapon that you are wielding with two
target to make a saving throw to resist the feature’s effects. hands, you can reroll the die and must use the new roll, even
The saving throw DC is calculated as follows: if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
Cultivator Save DC = 8 + your proficiency bonus +
your Intelligence modifier
Interception
When a creature you can see hits a target that is within 5 feet
of you with an attack, you can use your reaction to reduce the
Empowered Body damage the target takes by 1d10 + your proficiency bonus (to
You may spend 1 ki point to add your proficiency bonus to a minimum of 0 damage). You must be wielding a shield or a
any Dexterity or Strength based skill check. If you are already simple or martial weapon to use this reaction.
proficient in the skill, then you instead double your
proficiency bonus. Thrown Weapon Fighting
Relentless Pursuit
You can draw a weapon that has the thrown property as part
of the attack you make with the weapon. In addition, when
When an enemy adjacent to you would attempt to move, you you hit with a ranged attack using a thrown weapon, you gain
may, as a reaction, spend 1 ki point to move up to your a +1 bonus to the damage roll.
movement speed following that enemy.
Two-Weapon Fighting
Spring Attack When you engage in two-weapon fighting, you can add your
Whenever you take the dash action you may spend 1 ki point ability modifier to the damage of the second attack.
to make an attack as a bonus action.
Unarmed Fighting
Influx Your unarmed strikes can deal bludgeoning damage equal to
As a reaction, whenever you would make a saving throw, you 1d6 + your Strength modifier. If you strike with two free
may spend a ki point to deactivate your Aura and give yourself hands, the d6 becomes a d8. When you successfully start a
a bonus to all of your saves equal to the Aura's penalty. This grapple, you can deal 1d4 bludgeoning damage to the
lasts until the beginning of your next turn. grappled creature. Until the grapple ends, you can also deal
this damage to the creature whenever you hit it with a melee
attack.
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Techniques As an action you may extend the range of your aura to 30
feet until the end of your next turn. While the range is
You begin to devote your life to cultivating and perfecting one extended you are aware of any creatures, living or otherwise,
of many techniques. Choose a technique detailed at the end within your aura. This ability does not tell you their location,
of the class description. Your choice grants you features at only that they are within your aura.
3rd Level and again at 6th, 10th, and 14th levels. You may choose to instead, as an action, focus your aura on
one creature to enhance its effect. You may choose only one
Extra Attack target for your Culitvator's Aura ability within 30 feet and
Beginning at 5th Level, you can Attack twice, instead of once, spend 1 ki point, the saving throw penalty increases by 1 and
whenever you take the Attack action on Your Turn. you have a bonus to your attacks to hit that creature equal to
the total penalty. This second ability lasts for a minute and
Breakthrough can only be used once per short rest.
At 5th level, you progress to the next step in your cultivation, Cultivation Assault
strengthening certain aspects of your body. When you gain Upon reaching 17th level, you learned to assail an enemy's
this feature you may choose one of two options: core using your cultivation technique to damage and/or
Your Speed increases by 10 feet. shatter it. As long as you have at least 1 ki point, when you
Your hit point maximum increases by 10. damage a creature with an attack, you can cause that attack
to deal extra damage equal to half your Cultivator level. You
You may choose either of these options again at 10th, 15th, may use this ability a number of times per short rest equal to
and 20th level. your Intelligence modifier (minimum once).
Additionally, whenever you would reduce a creature whose
Aura Infusion CR is no lower than half your level to 0 hit points, you regain
Upon reaching 6th level, you harness the beneficial aspects of all uses.
your aura to accelerate your body's natural healing. As a
bonus action you may spend 1 ki point to heal yourself for Accelerated Infusion
2d4. You may instead use an action and 2 ki points to touch At 18th level, the speed at which your aura heals you and
and heal another creature for 2d4. others has increased. Your Aura Infusion healing increases to
2d8 and you may touch other creatures as a bonus action to
Of Sound Mind and Body heal them.
At 9th level, your mastery over ki allows you to better
safeguard yourself mentally and physically. When you are Ki Incarnate
subjected to a spell or effect that allows you to make a Beginning at 20th level, you are ki made flesh. You may use ki
Constitution or Intelligence saving throw to take only half features despite having no ki. Whenever you do so, you take
damage, if you succeed, you instead take no damage. 1d4 force damage for each ki point used and your maximum
You do not gain the benefit of this ability when you are health is reduced by the damage taken. This damage can't be
unconscious. reduced in any way and lasts until your next long rest.
Auric Influence
Beginning at 10th level, your aura control has become subtle
enough to continually influence those you would interact
with. You may choose one additional Charisma based skill to
gain proficiency in.
Additionally, whenever you make a Charisma based skill
check, you can spend 1 ki point to reroll it and take the
second result.
Reforge the Body
When you reach 13th level, you begin to integrate materials
into your cultivation to reforge your body, tempering it with
the flexibility of the elements. You gain resistance to one
damage type of your choice. You may change this choice over
a long rest.
Aura Mastery
At 14th level, you become adept at manipulating your aura to
gain a multitude of information from it, affect a larger area, or
focus its effects on a single enemy.

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You are unable to use stances while you are incapacitated. If
Techniques you are incapacitated while in a stance, you may regain either
stance as a bonus action.
Iaijutsu
A master of the Iaijutsu technique spends their training time Internal Stance
drawing and sheathing their weapon. These cultivators are
able to instantly draw their weapons to deliver punishing If you have not moved since the beginning of your last
attacks or devastating counterattacks. A truly focused Iaijutsu turn, then as your turn begins, you may spend 1 ki point to
user can become a wall of blades, cutting down any and all gain blindsight and reach equal to your aura range until
attacks. you move or are moved.
Flash Draw You may take the dodge action as a bonus action as long
While assuming either of your stances you may draw and as you have not moved and will not move this turn.
sheathe one weapon as part of any and every attack you As you take the attack action, you may gain a bonus to AC
make. This weapon must deal slashing damage, and cannot and saves equal to half your proficiency bonus rounded
have the heavy property. Enemies can also provoke up, but you take an equal penalty to your attack rolls. This
opportunity attacks from you even if you haven't drawn this bonus and penalty lasts until the beginning of your next
weapon. turn.
Iai Dice External Stance
You gain a die that is used with your stances and features
called the Iai die. It begins as a 1d4 but increases with your You can spend 1 ki point to gain advantage on initiative
level as shown below. Features that use this die can only be checks when rolling initiative.
used with weapons that fit the prerequisites of Flash Draw.
You may only add the die up to twice for damage rolls. When in this stance, your AC is decreased by half your
proficiency bonus, however, you add your Iai die to your
Level Die weapon damage rolls.
3 1d4 If you would attack a creature that has not yet acted in
5 1d6 combat you instead add your Iai die twice to the damage
rolls.
9 1d8
11 2d6 Iai-goshi
Upon reaching 7th level, you master the first position of of
13 2d8 this technique; using a single strike to fell an army. Twice per
17 3d6 short rest you may, as an action, make a single melee attack
roll against every enemy within your reach.
Stances Tachi-ai
Starting at 3rd level, your technique allows you access to When you reach 11th level, your practice has allowed you to
knowledge on how to use ki internally for defensive abilities master the next stance of this technique, capitalizing on your
and externally for offensive ones. enemies mistakes. While in internal stance, enemies provoke
You can choose the external or internal stance before you opportunity attacks when they would leave any square in your
roll for initiative, unless surprised. Otherwise, entering or reach.
switching between stances is a bonus action. Unless Additionally, you add your Iai die to your weapon damage
otherwise noted, you can only use the abilities and benefits rolls for attacks made as reactions, and while in external
granted by each stance while you're in it. stance you would instead add your Iai damage die twice.
Kennokabe
At 15th level, you have developed the perfect defense and
offense. You may spend 1 ki point to gain and take a reaction
any time one would be triggered. You may do this a number of
times per long rest equal to your Intelligence modifier.
Additionally, when you are about to take damage from a
spell, melee, or ranged attack roll, you may make a weapon
attack as a reaction. If you are in external stance, this attack
is always made at disadvantage. If your roll is higher, then
you roll your weapon damage adding your Iai dice, and
subtract that from the damage you would take. If the damage
is fully negated, you can redirect the attack back to its source,
forcing the attacker to target itself with its attack using your
attack roll.

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Falling Phoenix Winged Wildfire
At 11th level, your control over fire lends you the most potent
Cultivators learning the Falling Phoenix technique have a and notable aspects of the phoenix. While in your external
predilection for fire. Some particularly enjoy raining it from stance you gain fiery wings and a fly speed of 60 feet.
the heavens, and seize on any chance to do so. While in internal stance you may spend 1 ki point to cast
Conjured Phoenix Feather Fall a number of times per day equal to your
Beginning at 3rd level, you are able to conjure a small, ever Intelligence modifier.
burning replica of this techniques namesake. You gain the Phoenix Arisen
cantrip Create Bonfire, and add your Intelligence modifier to Beginning at 15th level, you begin to personify every aspect of
the damage dealt by it. You add double your Intelligence the powerful phoenix. When an attack would reduce you to 0
modifier at 5th level and triple at 11th. hit points, you may instead fall out of your current stance and
Stances be reduced to 1 hit point and 0 ki remaining. The attacker
Starting at 3rd level, your technique allows you access to takes 2d8 + 1d8 fire damage per ki point you had left before
knowledge on how to use ki internally for defensive abilities you were reduced to 0.
and externally for offensive ones. Once you use this feature, you cannot use it again until you
You can choose the external or internal stance before you take a long rest. The damage you deal increases to 2d10
roll for initiative, unless surprised. Otherwise, entering or +1d10 per ki point fire damage at level 18. This damage is not
switching between stances is a bonus action. Unless affected by the external stance.
otherwise noted, you can only use the abilities and benefits
granted by each stance while you're in it.
You are unable to use stances while you are incapacitated.
If you are incapacitated while in a stance, you may regain
either stance as a bonus action.

Internal Stance:
You gain resistance to fire damage as long as you are in
this stance.
You may spend 1 ki point per creature as a reaction to give
those creatures within your aura fire resistance as long as
they remain within your aura and you remain in this
stance.
External Stance:
You take fire damage equal to your proficiency bonus
every turn whenever you would deal fire damage with a
cultivator ability or feature while in this stance. You only
take this damage once per turn and it ignores resistance
and immunity.
When you would deal fire damage with a cultivator ability
or feature you double the number of dice you roll. E.g.
Create bonfire would deal 2d8 at 3rd level instead of 1d8.
Phoenix Fall
Starting at 7th level, you learn to rain a flock of phoenixes on
a flock of foes. You may cast Burning Hands using 3 ki points.
Additionally, whenever you cast Create Bonfire, you may
make an attack as a bonus action.
Phoenix's Vestment
Upon reaching 11th level, you gain resistance to fire damage.
Whenever you are in your internal stance you instead gain
immunity to fire damage.
Additionally, your abilities ignore fire resistance, and treat
fire immunity as fire resistance.

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Four Winds North Wind
Beginning at 7th level, you become the north wind itself. As a
Masters of this technique manipulate the four winds to reaction, whenever an enemy ends their turn, you may take
devastate and control the field around them. They're often an extra turn. During this turn, your movement does not
some of the fastest fighters on the battlefield, with provoke attacks of opportunity, and your movement speed is
practitioners frequently augmenting themselves and the area doubled.
around them using these winds generated or controlled by ki. Additonally, a warding breeze guards you, blowing away
Stances any mist or gases such as Stinking Cloud or Fog Cloud. Once
Starting at 3rd level, your technique allows you access to you have used this feature, you may not do so again until you
knowledge on how to use ki internally for defensive abilities take a long rest.
and externally for offensive ones. South Wind
You can choose the external or internal stance before you At 11th level, using the hot southern winds you to propel
roll for initiative, unless surprised. Otherwise, entering or yourself through the skies. You gain a fly and hover speed
switching between stances is a bonus action. Unless equal to your movement speed when in internal stance.
otherwise noted, you can only use the abilities and benefits
granted by each stance while you're in it. East Winds
You are unable to use stances while you are incapacitated. Upon reaching 15th level, you may instantly call upon the
If you are incapacitated while in a stance, you may regain destructive power of the eastern winds. You may spend 5 ki
either stance as a bonus action points to cast Whirlwind. You may spend an additional 2 ki
points to become immune to the effects of the spell. You may
Internal Stance: use this ability once per long rest.
Your movement and the movement speed of all allies
within your aura is increased by 10 ft. This increases to
20ft at level 10. Allies moving through your aura retain
half of this bonus upon leaving until the end of the turn.
You may use Acrobatics, and Dexterity for high jumping
and long jumping, and you no longer need a running start.
You may spend 1 ki point to dash as a bonus action. When
doing so, your movement does not provoke opportunity
attacks.
External Stance:
You may activate one of the listed effects when switching to
this stance, replace an attack, or as a bonus action, but only
once per turn:
Wind Ward - All enemies within your aura must make a
Strength saving throw. On a failure, they take 1d6
bludgeoning damage and are pushed out of your aura.
They take half damage and are not pushed on a success.
This damage is increased to 2d6 at level 10 and 3d6 at
15th.
Airbind - Choose an enemy within your aura. They must
make a Strength saving throw. On a failed save they take
2d6 bludgeoning damage and their movement is reduced
to 0 until the end of their turn. On a success, they take half
damage and no reduction to their movement. This
damage is increased to 4d6 at level 10 and 5d6 at 15th.
Storm Pulse - Choose an enemy within 30 feet. They
must make a Strength saving throw or be pushed 20 feet
directly away from you.
Enemies not completely in your aura, such as huge sized
creatures, have advantage on saves against Wind Ward and
Airbind.

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Ki Fortress Last Bastion
Upon reaching 11th level, saving your allies has become your
Ki Fortress adepts are taught that the best offense is a perfect prerogative. As long as you have 1 ki point remaining, you
defense. They learn that the shield should be the first weapon may use a bonus action to brace yourself. Until the end of
you grab, not the sword. Disciples of the technique strive to your next turn, your movement speed becomes 0, you act as
become and impenetrable wall between their allies and those three-quarters cover for creatures medium size or smaller in
who would do harm. a 15 foot cone behind you, and you gain a +2 to your AC and
Ki Shields saving throws.
Upon reaching 3rd level, you begin to steer your cultivation Destructive Shielding
towards the arts of shield usage and creation. Shields are Starting at 15th level, your shield usage has reached a deadly
now a d6 light versatile (d8) bludgeoning weapon for you. You efficiency. When you hit an enemy with an attack using a
may don a shield with the same Use an object action you use shield, you may use up to 3 ki points to do an extra 1d8
to draw it. Magic shields that have bonuses to AC also apply damage, plus 1d8 per ki point used after the 1st. Additionally,
the same bonuses to any attack and damage rolls you make when you land a critical hit on an enemy, you may make a
with those shields. single extra attack as part of that attack action.
Furthermore, you gain the ability to cast spells, using your
shield as a magical foci. You now know the cantrips Blade
Ward and True Strike, and you may target a number of
creatures equal to your proficiency bonus within your aura
whenever you cast them.
Lastly, you may spend 1 ki point and cast the 1st level
spells from the list below using Intelligence as your
spellcasting modifier. You may cast 2nd level spells from the
list below using 2 ki points at 9th level, 3rd level spells using
3 ki points at 13th level, and 4th level spells using 4 ki points
at 19th level. You may cast any spell from the list below as a
bonus action.
When you gain the ability to cast higher level spells, you
may spend 1 ki point per spell level to cast lower level spells
at your highest level.
Spell
Level Spells
1 Shield, Shield of Faith, Tenser's Floating Disk
Immovable Object, Warding Bond, Warding
2
Wind
3 Intellect Fortress, Spirit Guardian, Wall of Sand
4 Fire Shield, Stoneskin, Wall of Fire

Shield Legerdemain
Beginning at 3rd level, you master the ability to harden
sections of your aura, granting protection to yourself or those
around you. You may spend a ki point cast Shield as a
reaction when an ally within your aura is about to be hit by an
attack. When you cast the spell in such a way, you may target
the ally with the spell.
Force Shields
At 7th level, your mastery has extended to physical shields as
well as metaphysical. You may make a thrown weapon attack
with an energy version of your shield, with a range of 15/30
using Strength for attack and damage rolls. It deals 1d6 force
damage plus your Strength modifier and additional damage
equal to any magic AC bonuses imparted by the shield. The
shield shatters on impact.
Additionally, you may apply the bonuses to AC granted by a
single shield on your person to your saves. This effect ends
when you are rendered unconscious.

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Taiji Duality
Upon reaching 7th level, you grow your knowledge of the
Known as the technique that pursues the oneness of whole of life's many aspects, allowing you to harness the
everything. The ultimate whole of every state. Taiji disciples world's numerous dualities. All stance abilities referring to
practice balancing opposing forces to achieve perfect fire and cold damage may now be changed to poison and acid,
harmony with the universe. These disciples, while seemingly or lightning and thunder damage. At 10th level, all stance
docile in their slow and inexorable practice of forms, use abilities referring to fire and cold damage may now also be
their mastery of these skills to leverage opposing forces with changed to radiant and necrotic, or psychic and force
dangerous effect. damage.
Additionally, you may use absorb elements for any
Reclamation elemental damage type you have access to regardless of
Beginning at 3rd level, you gain the ability to cast absorb whether you have chosen that damage type or not.
elements. You may do so twice per short rest. You gain a third You can only choose one set at a time and you may choose
use at level 10. a different set after a short or long rest.
Stances Elemental Void
Also at 3rd level, your technique allows you access to At 7th level, you learn to drain the energy around you.
knowledge on how to use ki internally for defensive abilities Whenever you use your Absorb Elements to reduce damage
and externally for offensive ones. you may, as a reaction, swap your chosen damage type with
You can choose the external or internal stance before you Duality to any other set you have access to.
roll for initiative, unless surprised. Otherwise, entering or Additionally, you gain resistance to the absorbed element
switching between stances is a bonus action. Unless for a number of rounds equal to your Intelligence modifier.
otherwise noted, you can only use the abilities and benefits
granted by each stance while you're in it. Balance in Nature
You are unable to use stances while you are incapacitated. Beginning at 11th level, you are able to enact your will upon
If you are incapacitated while in a stance, you may regain elemental forces around you. You can cast Absorb Elements
either stance as a bonus action when an ally would take elemental damage. When you cast
the spell in this way, the effects of absorb elements apply to
all creatures within your aura range.
Internal Stance Furthermore, you may make an extra unarmed attack as a
Once per turn, whenever you would reduce damage done bonus action, as long as you have spent a minimum of 1 ki
using your absorb elements, you regain a number of ki point this turn.
points equal to half your proficiency bonus. If you have no Wuji
ki points, you instead gain a number of ki points equal to
your proficiency bonus. Starting at 15th level, you have reached the pinnacle of
balance and control. While in external stance, your attacks
All allies within your aura gain advantage on saves from ignore your chosen elements damage resistances, and you
spells and abilities dealing fire or cold damage. treat those same immunities as resistances.
While in internal stance, as a reaction, if an ally saves
External Stance against a spell or ability that would have them take half
Whenever you would take the attack action, you may apply damage, you may spend 1 ki point per ally in your aura to
one ability listed below to your attacks. Additionally, you may instead have them take no damage on a success. You may use
instead spend 1 ki point to apply all of the below abilities to this ability a number of times per day equal to your
your attacks. Intelligence modifier.
While in this stance:
You may use your Intelligence modifier for unarmed
attack and damage rolls.
You add your Intelligence and Strength modifier as
additional damage for unarmed attack rolls.
Your attacks within your aura ignore half and three-
quarters cover.
The range of your attacks increases to the range of your
aura.
Your attacks may use fire or cold damage instead of their
original damage type.
At 6th level, all your attacks while in this stance do an extra
1d4 fire or cold damage. This increases to 1d6 at 12th level
and 1d8 at 18th.
10
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When you make a ranged attack roll against an enemy using
your aura cast feature, you may infuse your attack with
additional spiritual energy. You gain additional abilities called
Constructs, which may be applied to ranged attacks.
Once a turn, when you make a ranged attack roll against an
enemy, you may spend 1 ki point to infuse the attack with a
construct. At 9th level, you may spend 2 ki points to apply 2
constructs to a single attack, and at 17th level you may spend
3 ki points to apply 3 constructs to a single attack.
You know 3 constructs at 3rd level from the list at the end
of this subclass, and learn one more at 9th and 17th level.
Ki Caster Point-Blank Shot
At 7th level, you learn how to make summoned ammo even
Ki casting users are most known for their inexhaustible more lethal in close quarters. Once per short rest, as an
ammunition, ranged, and close quarters combat prowess. action, you may make a ranged attack roll with a range of 5
Another notable feature is their Ki Construct technique. feet. On a hit, the attack is considered a critical.
Arrows made from their ambient auras that host a slew of This critical does not double the damage from Constructs.
versatile abilities. These constructs leave the cultivator with
the ability to be adaptable to many situations. Sharp Shooting
Aura Cast Beginning at 11th level, your skill and talent at shooting lends
Starting at 3rd level, you learn to utilize your aura to create you a deadly accuracy. Whenever you would roll damage for a
physical ammunition. As a part of each of your attacks, you summoned arrow, you may add your Intelligence modifier to
may summon an arrow or bolt to attack with. This that roll. If you do so while attacking without using a
ammunition is magical for the purposes of overcoming construct, you regain 1 ki point on a d20 roll of 10 or higher.
resistances and deals 2d4 force damage. This ammunition This additional damage is doubled on a critical hit.
requires a ranged 2-handed weapon to shoot. The You may use this a number of times equal to your
ammunition’s damage die increases to 2d6 at level 10. This Intelligence modifier. You regain all uses after a short rest.
damage replaces the normal weapon die damage, but is still Suppressing Fire
affected by magical bonuses. It dematerialises upon hitting or Starting at 15th level, you've become a spell caster's bane. As
missing a target, and making one when another exists causes a reaction, when an enemy within your weapon's first range
the older one to disappear, unless stated otherwise. casts a spell, you may make a ranged attack roll against them.
Additionally, when you ready an attack, the ammunition This attack cannot be made at advantage. If the attack hits,
does an extra 1d10 damage. It is lost if it is not shot by the you do no damage, but the enemy must make a concentration
end of your next turn, and the extra damage is wasted. save as if it were concentrating on a spell with a DC equal to
Constructs your cultivator save DC. On a failure, the spell fails, and the
Beginning at 3rd level, you are able to apply aura slot is wasted. You may do this twice per long rest.
configurations to your ammo when you create them.

11
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Constructs 9th level Constructs
Echo Arrow Drill Tip
If you hit an enemy with this arrow then you may choose This arrow can be shot through stone or wood no thicker
another enemy in range. If the chosen enemy or the original than 5 feet. Additionally, when shot directly at a creature, this
target takes damage before the beginning of your next turn, arrow can pierce a number of added targets equal to your
the other takes additional damage equal to your arrow Intelligence modifier. Each additional target must be directly
damage die. behind the first. When shot this way, each enemy hit takes an
Fester Shot additional 1d6 damage.
When you damage an enemy with this ranged attack, you Aura Burst
reduce that enemy’s max hit points by the same amount. This If an enemy hit by this arrow is in your aura they take an
effect ends after a long rest. At 10th level, this attack deals an additional 3d6 weapon damage.
additional 1d4 necrotic damage at the beginning of each of
the enemy's turns and reduces their max hit points by the 17th level Constructs
same amount. This additional damage bypasses immunity
and resistances and ends if the enemy has not been hit by Aura Suspension
one of your arrows for 1 round. When you fire this shot you may instead have it hang
within your aura. At the beginning of each of your turns this
Brake Arrow arrow will automatically fire at the closest enemy. Each shot
When an enemy is hit by this arrow their movement speed takes the same amount of ki and has the same constructs as
is reduced by 15 feet. This effect stacks and goes away at the the first shot. You may end this ability as a bonus action.
end of its next turn. At 10th level, the target makes a Dexterity Named Arrow
save, on a fail, the affected enemy may not move using
legendary actions or reactions. You may take a penalty to your attack roll to target specific
body parts with this shot and cause an effect when it hits.
Mesmer Arrow Torso -2 Push the target back 10 feet.
If this arrow hits then the target makes a Wisdom saving Legs -3 Reduces targets movement speed to 0 until the
throw with advantage or is charmed by you until the start of end of their next turn. A successful Dexterity save reduces
your next turn. You may choose to have this arrow deal no this to half their movement speed.
damage. A creature who succeeds on this check is immune to Arms -4 Gives the target disadvantage on all attacks for 1
this effect for 24 hours. minute. They make a Constitution save at the end of each
Cannon Cast turn to end this effect.
When this arrow strikes a creature or surface, the target Head -5 The target makes a Constitution save or becomes
and creatures within 10ft take an additional 1d6 force stunnned for 2 turns. The target may make another
damage and are knocked prone. A successful Strength saving Constitution save at the end of each turn to end this effect.
throw negates the prone condition. This arrow deals double
damage to structures. At 10th level this damage increases to
2d6.

12
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Soul Arms Internal Stance
This technique is taught to those who excel and meditative
introspection. This is due to the required ability to find a soul You may use the Lesser Form of your Armory weapon.
space with which to house the weapons that will become As you attack, you may spend 1 ki point to add an
your soul arms. The users of this technique will find additional 1d4 weapon damage to your attack for each
themselves turned into whirlwinds of blades, storms of time you've swapped your weapon this turn.
strikes, and never without a weapon. External Stance
Armory You may use the Lesser and Greater Forms of your
When you choose this technique at 3rd level, you gain a soul Armory weapons while in this stance.
space with which to house your chosen weapons, and the
ability to substitute them in battle instantly. You may choose Style Master
up to your proficiency bonus in magical or non-magical Upon reaching 7th level, you master appropriate styles for
weapons and attune to them over a long rest. These don't your melded weapons. You choose an additional fighting
count against your total three attunement slots, magical or style. Whenever you would summon or swap a weapon, you
otherwise. may also change this additional style to another you do not
You can summon a weapon by taking either stance. You know.
may also swap weapons every time you would make an attack Additionally, Whenever you reach a level in this class that
roll. Ending a stance makes the current weapon disappear grants the Ability Score Improvement feature, you can
and conjures the next if you take another stance. Your replace a fighting style you know with another fighting style
conjured weapons disappear if they are more than 5 feet available.
away from you for 1 minute or more. They also disappear if
you dismiss these weapons (no action required), or if you die. Barrage
You can attune to magic and non magical weapons by Beginning at 11th level, your strikes have begun speeding up,
meditating while you hold the weapon. You must meditate becoming swifter the more you attack. You may spend 3 ki
this way over the course of a long rest. You can then dismiss points to make an attack as a bonus action. This cost is
the weapon, shunting it into a space formed in your core, and reduced by 1 ki for each time you've swapped weapons this
it appears whenever you take your stance thereafter. The turn to a minimum of 1 ki point.
weapons appear at your feet if you die, meditate over a
different weapon that would replace one, or if you use a long Master of Many Forms
rest to end the attunement. The weapon appears at your feet At 15th level, your mastery of the Forms has become less
if it is in your space when the bond breaks. intent and more instinct. If a weapon you would use has
Additionally, you can use your Intelligence modifier for multiple properties, you may use one additional Form at a
attack and damage rolls with melded weapons. However, you time, for a total of two.
attack with disadvantage for any unattuned weapons.
Weapon Forms
Also at 3rd level, your weapon mastery has granted you
additional abilities with any Armory weapons. When you
would take a stance with one of your attuned weapons you
gain additional abilities called Forms. You may choose a
Form to take, dependent on the weapon properties, whenever
you would swap to, from, or attack with a weapon. You can
only use one Form at a time, unless otherwise stated, even if
the weapon you use would have multiple properties.
The weapon Forms are detailed at the end of this
technique.
Stances
Starting at 3rd level, your technique allows you access to
knowledge on how to use ki internally for defensive abilities
and externally for offensive ones.
You can choose the external or internal stance before you
roll for initiative, unless surprised. Otherwise, entering or
switching between stances is a bonus action. Unless
otherwise noted, you can only use the abilities and benefits
granted by each stance while you're in it.
You are unable to use stances while you are incapacitated.
If you are incapacitated while in a stance, you may regain
either stance as a bonus action

13
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Light
Weapon Forms
Finesse Lesser - If you have hit a creature at least one other time
when you hit with this weapon, your AC increases by 1
Lesser - As you attack, you can ignore the AC bonuses until the end of your next turn. This can stack twice.
that would be granted by shields.
Lesser - You may summon an additional light weapon or a
Greater - The next attack you would make with any non magical copy as you swap to this weapon.
weapon after a successful attack with this weapon has a
bonus to damage equal to your proficiency bonus. Greater - When wielding a weapon in your off-hand, you
may make your additional two-weapon fighting attack as
Heavy part of your attack action instead of as a bonus action.
Lesser - Whenever you would deal damage with a heavy Greater - Each successful attack with a light weapon
weapon, you may move the target 5 feet in any direction. increases your movement speed by 5 feet until the end of
the turn.
Greater - If you successfully hit a creature you've already
hit this turn, you may force it to make a Strength saving Ranged
throw or be pushed back 5 feet x your proficiency bonus.
A creature that hits an obstacle before moving the full Lesser - Being prone does not impose disadvantage on
distance takes an additional 1d6 for every 5 feet they did your attacks.
not move and makes a Strength saving throw or fall Lesser - When you would summon a ranged weapon, you
prone. may summon it loaded with non-magical ammunition. It
must still be reloaded manually.
Greater - If you are prone, once per turn, add an
additional die to one ranged weapon damage roll.
Reach
Lesser - As you damage a creature with this weapon, you
may use your reaction to have that creature make a
Strength saving throw or fall prone.
Greater - As an action, you may make an attack on every
enemy within your reach.
Thrown
Lesser - You may recall this thrown weapon as a part of
any attack roll.
Lesser - Your long range is increased by a number of feet
equal to your Intelligence score.
Greater - If the target of your attack is within normal
range then you may add your Intelligence modifier to
damage twice instead of once.
Two-Handed
Lesser - When you damage a prone creature with this
weapon, add an additional weapon die to the damage.
Greater - As you attack, you may give yourself a penalty to
your attack roll up to your proficiency bonus in increments
of 1. For each point of penalty, your attack damage
increases by 2.
Versatile
Lesser - Copies the weak form of the melee weapon used
before it. All effects apply.
Greater - When you would miss an attack, you may spend
1 ki point to roll again. If you hit then you deal an
additional weapon die of damage.

14
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Dark Thralls
The Dark Thralls technique was created by a cultivator who If an enemy would miss you or a marked ally within 30
used the ki in her body to control the shadows of others. Her feet, you may, as a reaction, choose for your or your
prowess was such that affected enemies often found marked allies next attack to gain advantage against that
themselves savaged by their own shades. Users of this creature. You choose upon taking the reaction.
technique fit well into support and offensive roles, using
controlled shadows as effectively as any weapon. As long as there is a marked ally in your aura you and
marked allies gain +1 AC. This becomes +2 at 10th level.
Subjugate
At 3rd level when you take this subclass, you gain the ability Umbral Slide
to control the shadows of those you touch. As an action, you Beginning at 7th level, you can use the dark to slide along the
may mark one ally or one enemy for one minute. Enemies, ground like a living shadow. As part of your movement, you
and unwilling allies, must make a Dexterity saving throw or may move up to your movement speed as a shadow on a
become marked for the duration. surface. You may move horizontally or vertically, but if your
You may mark one ally and one enemy total without movement ends on a wall or a ceiling then you fall to the
spending ki. You can mark additional creatures by spending 1 ground. This movement does not provoke opportunity
ki point when you would take the action to do so. attacks.
In bright light you move at half speed; in dim light or
Stances darkness you gain 10 feet of additional movement as a
Starting at 3rd level, your technique allows you access to shadow.
knowledge on how to use ki internally for defensive abilities
and externally for offensive ones. Eclipse
You can choose the external or internal stance before you Upon reaching 7th level, you are adept at cloaking yourself in
roll for initiative, unless surprised. Otherwise, entering or your own shadow. You can spend 1 ki point to use the hide
switching between stances is a bonus action. Unless action as a bonus action. If you have a marked ally in your
otherwise noted, you can only use the abilities and benefits aura you can hide without cover.
granted by each stance while you're in it. Shade Mastery
You are unable to use stances while you are incapacitated. Starting at 11th level, subjugated shadows respond to your
If you are incapacitated while in a stance, you may regain whims with terrifying strength. As an action, you can spend 2
either stance as a bonus action ki points and cause a marked enemy in your aura to make a
Wisdom saving throw. On a failure they have their shadow
Internal Stance torn into and are dealt 4d6 necrotic damage or half of that on
a successful save. This damage can not be resisted and you
You may use the help action for a marked ally within 30 can only use this ability on the same creature once per day.
feet. Additionally, you may mark creatures as you attack. You
As an action, you may spend 1 ki point to swap places can choose to have these attacks deal no damage.
with a marked ally within 30 feet.
You may spend an additional ki point to do either of these Swarm
stance abilities as a reaction when a marked ally would At 15th level, you can command all controlled shadows to
attack or be attacked. tear others limb from limb. When you would use your Shade
Mastery feature, that creature instead takes 4d6 necrotic
External Stance damage on a failed save per marked creature within your
Marked enemies take an extra 1d4 necrotic damage from aura.
you and marked allies melee and ranged weapon damage
rolls. This increases to 1d6 at 10th level.

15
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Fulminis Soul You may spend 2 ki points to increase your attack range
by 5 feet until the end of your next turn, to a maximum of
Cultivators of this technique have chosen the path of 10 feet.
channeled lightning. Able to flicker to and fro, these Stances
cultivators manipulate and embody the deadlier qualities of Starting at 3rd level, your technique allows you access to
the bolts they frequently employ. knowledge on how to use ki internally for defensive abilities
and externally for offensive ones.
Lightning Strikes You can choose the external or internal stance before you
At 3rd level when you take this subclass, you leverage the roll for initiative, unless surprised. Otherwise, entering or
forces generated from your lightning fast strikes to fuel your switching between stances is a bonus action. Unless
abilities. When you successfully hit an enemy, and your otherwise noted, you can only use the abilities and benefits
previous attack was successful, you gain a spark. You can granted by each stance while you're in it.
have a maximum number of sparks equal to your proficiency You are unable to use stances while you are incapacitated.
bonus, losing all sparks gained beyond this number. You lose If you are incapacitated while in a stance, you may regain
all sparks when you spend a minute without gaining or losing either stance as a bonus action.
any sparks.
When an ability requires you to spend ki points, you may Internal Stance
instead spend a spark instead of 1 ki point. If an ability’s ki
cost exceeds the number of sparks, you must pay the Once per turn, as you make an attack roll, you may instead
remaining value in ki. roll twice and make two attacks. Each attack does half
Additionally, you may use your ki points or sparks for the damage rounded down.
following abilities: When you make an attack with disadvantage, you may
spend 2 ki points to ignore the disadvantage.
Once per turn, you may spend 2 ki points and 10 feet of Once per turn, whenever you would gain a spark, you may
your movement to teleport 10 feet without using an action. deal additional lightning damage equal to your proficiency
bonus to the attacked enemy.
External Stance
When you take the attack action, you may instead spend 3
ki points to blast lightning out of your hands. All creatures
in a 20 foot cone, 10 foot sphere centered on yourself or
40 foot line (player’s choice) originating from your position
must make a Dexterity saving throw. They take 4d8
lightning damage on a fail, or half that on a success. This
damage increases by 1d8 at 7th, 11th and 15th level.
Conductive
Beginning at 7th level, your body has become extremely
efficient at sending lightning through it. Once per turn, while
in internal stance, when you land a consecutive hit and have
already gained sparks this turn, you gain 2 sparks instead of
one.
Additionally, when you gain a spark and you have the
maximum amount, you may immediately spend it to deal 1
lightning damage, heal 1 hit point, and gain an extra 5 feet of
movement until the start of your next turn. This movement
gain can stack.
Fulminant
Upon reaching 11th level, you begin discharging excess
electricity, damaging nearby foes. While in external stance
you may make an attack as a bonus action, and when you
spend ki or sparks to teleport, you may deal 2d4 lightning
damage as part of that teleport to creatures within 10 feet of
your destination.
Return Stroke
At 15th level, as you spill with electrified energy, you learn to
strike like true lightning. When you start your turn in external
stance with 4 or more sparks, you may spend 2 sparks to
make an additional attack as part of the attack action. You
may continue to pay and attack within the same turn, as long
as you have 2 or more sparks.
16
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Multiclassing
Should you want to multiclass into Cultivator, the
prerequisites and proficiencies are listed below:
Prerequisite: 13 Intelligence and 13 Strength or
Dexterity
Proficiencies gained: Light armor, Shields, Simple
weapons, Martial weapons

Artist Credits (in order of


appearance)
Sivar by Jpar
Samurai by Sketchjitsu
Sivar by Swaglord38
Dagger Man by amanohana925
Sivar by cec@cwccia
Reigning Fire by Cobaltplasma
Sedi by Jpar
Teyo by Magali Villeneuve
Sivar by Rimajin8
Star by Jane Katsubo
Arcane Archer by Rigrena Sanja Grbic
Selection of Soldoros by - Lan -/岚缘
Mind Twist by Igor Kieryluk
Strombinger by Jay JiwooPark
Swordsman by Loiza.Chen

17
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
Core Class Updated wording on Fulminant to make lightning damage
indiscriminate
Added Influx to main ki abilities
Updated Ki incarnate to not be negated by own healing
Updated Ki Incarnates language
Removed uses from Aura Infusion
Removed ki cost from Of Sound Mind...
Updated reforge the body for long rest change
Aura Mastery changed to short rest and clarified language
Increased Bonus from Breakthrough
Cultivation assault regains uses upon dropping creatures
to 0
Taiji
Combined int to attack and damage
Reworded ability to add int and str to damage as an option
Changed Elemental Hurricane to Elemental Void
Ki Caster
Clarified aura cast to replace weapon dam and be affected
by mag bonuses
Updated Brake arrow language and added reactions
Updated language on mesmer arrow
Iaijutsu
Removed Ki cost from 3rd internal stance ability
clarified Kennokabe
Falling Phoenix
Clarified 1st external stance ability to only cultivator
things
Four Winds
removed ki cost from External stance
Added option to replace an attack with an ability instead
of using it as a bonus action
Ki Fortress
Clarified Shield Legerdemain ki cost
Clarified Str dam to force shields
Soul Arms
Changed Forms from weak/strong to Lesser/Greater
Removed BA from 2nd internal ability and made it affect
only 1 attack per ki point
Changed Ranged form greater to once per turn and
removed BA
Clarified Versatile Lesser
Dark Thralls
Removed Ki cost from 2nd internal stance ability
Fulminis Soul
Changed Conductive to clarify you can spend sparks
gained over the maximum

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