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WAY OF THE ZETTO.
The way of the Zetto Warrior is one of a !Jru te force ma rtial art . Those who
practice it have left behincl
the normal pursuits of civilization ancl devote
them selves solely to the tra ining of their fists ancl

inner power of their spirit.
Few have hearcl of these legenclary warriors and even fewer have seen them . Elves
claim to have
"been the first practitioners of this art , but its t rue •"
origins are cloaked in mystery. All seem to agree •
however that its beginnings lie in a small demi-pla ne
whose king teaches those who travel the great •
distance to his worlcl and who are cleemecl worthy. •
HIDDEN KNowLEDE •

"Starting at 3rd level when you aclopt this tradition,"
you gain two secret Zetto Techniques. •
"You gain another technic1ue at 6th level, 11th"
TRUE NNER POWER
"Beginning at 6th level, you attempt to clraw out any"
rema ining ki ancl vita lity that you have in the deep recesses of your !Jody with
a fierce battle cry that

shakes the very earth beneath your feet.
You can regain 1cl4 +1 ki and hit die as an action.
This increases to 2d4 + 1 at 17th level. Using this feature preven ts you from
losing ki ancl hit clice at the encl of your turn.
You must finish a long rest before you ca n use
• this feature again.





UNDY NG RESOLUTION
"Beginning at 11th level, your cletermina tion for"
"victory is so intense, you refuse to give up even when clefeat seems inevita!Jle."
"When you succeed on a death saving throw, regain"
"6cl4 hit points, 1d4 ki points, and 2 hit die."
You must finish a long rest !Jefore you can use this feature again.
WAY OF THE ETERNAL ONE
"Beginning at 17t h level, you have masterecl a power that was consiclered only myt
h, as it has not been"
"achievecl in more than one thousancl. Unlea shing a grea t amou nt of ki , you
undergo a transf orma tion of such power, it's near impossible to maintain."
"As an action, you can spencl 6 ki points to channel all-your a!Jilities into a !Ju
rst of power. This also consumes 2 ki point ancl 1 hit clie at the encl of each of
your following turns. You can use this ancl Worlcl Ki11g Fist. You gain the
following benefits wh ile you"
aren't wearing armor:
ZETTO TECHNIQUE
"If a Zetto technique has prerequ isites, you must meet them to learn then1. You
can lear11 the"
technique at the same t ime that you meet the
prerequisites. A level prerequisite refers to your
class level.
AFTERIMAGE DASH
You are a!Jle to move so fast a !Jlu rry illusion appears to be standing where you
were last seen.
"When you take the Dash action, all attacks of opportunity made against you are
macle with disaclvantage until you stop moving that turn."
AFTERIMAGE STRIKE
Prerequisite:Af terimage Dash
"After you take the Dash action, you can create"
blurrecl illusions that appear to completely surround a creature within 5 feet of
you for a brief moment.
Any attacks you n1ake that turn have advantage.
DEVASTATION WAVE
You can hurl a searing !Jeam of magical racliance at a target you can see. You gain
a ranged unarmed
strike that you can use with the Attack action. The
SKY DANCING
Prerequisite: Le vel 6
You can spencl 2 ki points as a !Jonus action to gain a flying speed of 60 feet t
ill the end of your next turn.
You can extencl the clura tion by one round if you
expend 2 extra ki points.
SP R T BLAST
Gathering the essence of your very spirit to your
"touching fingertips, you hurl it towards your foe with clevastating force. Make a
ranged attack of 60 feet"
"against the target ancl expend one hit clie. You can expencl any number of
aclclitiona l hit clie when you attack to increase this attacks da1nage. On hit ,
the"
"target takes 2d12 racliant dama ge plus 1d12 for each extra hit die spent. If you
are at least 30 feet above your target, you make the attack roll with aclvantage."
This attacks damage increa ses !Jy 1d12 when you
"reach 5th level (3cl 12 ), 11t h level (4d 12), and 17t h level (Sdl 2).
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SUPERIOR WORLDKINGFIST
You can spencl a11 extra ki point when you activate
"level, and 17th level."

• • You have aclvantage 011 all savi11g throws.
• • You have resistance to all clamage.

attack has a range of 30/60 feet. You are proficien t
"with it , and you aclcl your Dexterity n1oclifier to its"
"Worlcl King Fist, plus consuming and extra ki point"
ancl hit ilie at the end of your turns. This will apply
HoLLow LEG
Your metabolism ancl amount of strain you pu t on · your body has increa secl to a
level far beyond that of · normal huma noids. At 3rd level whe 11you aclopt this
"tradition, you require at least four rations a day to"
sustain you.
WORLDKING F ST
At 3rd level when you aclopt this traclition. you are able to channel your ki
through your bocly. making
your skin appear blood reel ancl torm steam; forcing



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"'• • You can attack three
t imes with unarmecl strikes,"
insteacl of twice when you take the Attack action.
• • When you take the Attack action you can use d20 in
• place of your norma l clamage die for those unarmed strikes.
"• You levitate 1 foot of the grouncl, ignoring all difficu lt terrain."
"This lasts until you are knocked unconcious, run out of hit die, or run out of ki.
You can also choose to end"
it as an action.
"attack and damage rolls. Its clamage is radiant, ancl"
its damage die is 2 clie that corresponds with your unarmed strike clie as shown in
the Martial Art s column of the Monk table.
"When you use the Attack action on your turn to use this special attack, you can
immediately spencl 2 ki points to make two adclitional attacks with it as a bonus
action."
MIKEN DASH
"the Worlcl King Fist effects a second t ime, as well as"
scoring a critical hit on a roll of 18-20.
"If these feature causes.you to lose more hit die than you have rem·aining, you
take.2 dl 2 force"
clamage ancl suffer one level of exhaustion.
WOLF FANG F ST
"Before you make an attack roll, you may choose to"
"roll with disadvantage. If your attack roll hits, it add an extra clamage die to
the clama ge roll."

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the body to go beyond its normal physica l limits.
"However, this takes a tren1enclou s toll on your bocly."
"As a bonus action, you can spend 2 ki points to begin using Wold King Fist. This
also consumes 1 ki point and 1 hit die at the end of each of your following turns:"
"While you use World King Fist , you get the following !Jenefits if you aren't
wearing armor:"
• You gain a bonus to your Unarmored Defense ec1ual to your Strength moclifier
(minimum of +1).
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"• When this feature encls, you can't move or take"
"actions until after your next turn, as a wave of"
"lethai;gy sweeps over you. In adclition, you must"
. succeecl on a DC 20 Constitution saving throw or suffer one level of exhaustion
(as clescribecl in
.. appenclix A).
' If these feature causes you to lose more hit die
"_han you have rema ining, you take 3cl 20 force"
· . cla'mage ancl suffer two levels of exhaustion.

• •
When you ma ke an attack of opportunity on an
"enemy caused by them moving away no more than 60 feet, you may spencl 1 ki point
after they stop moving to dash behincl them at such a speed, you appear to
teleport. You can make one more attack of"
e you are next to them.

• You roll one additional clama ge die when rolling
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clamage for your unarmecl strikes.


• Your unarmed strikes score a critical hit on a roll
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of 19 or 20.
"This lasts until you run out of hit clie, run out of ki,
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"knocked unconcious, or encl it as a bonus action.
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