Magi
Hit Points
Hit Dice: d12 per Magi level
Hit Points at first Level: 12 + Constitution Modifier
Hit Points at Higher Levels: 1d12 + Constitution Modifier
Proficiences
Armor: Light and Medium
Weapons: Simple and Martial Melee, Simple Ranged
Tools: None
Saving Throws: Strength, Constitution
Skills: 2 from: Athletics, Acrobatics, Intimidation, Nature, and Survival
Class Features
Hardened Body
Beginning at first level, while wearing no or light armor, you can choose to use your constitution modifier for a flat AC bonus, substituting for dexterity. Any negative dexterity modifier will still subtract from the total in all cases.
eg dex = 9, con = 16; AC = (10 - 1) + 3 = 12, or when dex > 9 armor; AC = 10 + 3
Potent Vitality
Beginning at first level, when rolling for a death saving throw, any natural 1 doesn't count as a critical failure anymore, 9 is also counted as a success and a 19 would count as a critical success too.
Also, when down outside of combat and not inflicted with any negative (physical) effects and statuses you automatically stabilize.
Ki
Starting at 2nd level, your bloodline starts to emerge and enables you to harness the mystical energy of ki. The amount of ki available for use is represented in ki points. Your magi level determines the number of ki points you have (the same as your level).
You can spend these points to fuel various ki features. You start knowing three such features: Blood Burst, Blood Flow, and Blood Burn. You gain more ki features as you gain more levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest connecting with your bloodline to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Blood Burst
You let your bloodline burst its potential and you can spend 1 ki point to double your strength or constitution modifier of an attack, ability check, or ability saving throw.
Blood Flow
You let the bloodline course through your veins and it invigorates you. You can spend 1 ki point to use a hit die as an action.
Blood Burn
You ignite the bloodline within yourself and it strengthens you greatly. You can spend 1 ki point to gain 1 temporary stat point for all stats until the end of the battle, and this turn you gain an extra action, bonus action, and reaction. This grant you 1 stack of exhaustion, and each additional use that day grants an extra stack per usage (2 stacks the 2nd time, 3 stacks on the 3rd use).
Bloodline Manifistation
When reaching 3rd level your bloodline manifests in one of many forms, all detailed at the end of the class description. Your bloodline grants you features at 3rd level and again at 7th, 10th, 16th, and 20th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Physical Expertise
Starting at 5th level, your expertise and raw physical power grant you proficiency in dexterity saving throws.
Starting Equipment
a) A Maul or (b) Any Melee Weapon with the 'Heavy' Property
a) A Hide Armor or (b) A Leather Armor and a Sling with 20 Iron Projectiles (do 1d6 instead of 1d4)
An Explorers Pack, a Dagger, and a Keepsake from Home