Base Class: Monk
Monks who follow the Way of the Mind train both their body and their mind as weapons. They are formidable warriors able to cleave their enemies with their fists and their thoughts.
Mind Shield
3rd-level Way of the Mind feature
As well as physical agility you have also trained your mind to be agile. You gain resistance to psychic damage.
Mind Blades
3rd-level Way of the Mind feature
You can at will manifest psionic daggers in your hands. These daggers are simple melee weapons and deal psychic damage. They have the finesse, light and thrown (20/60) weapon properties.
At higher levels you gain magical bonuses when you wield these weapons: +1 at Level 6, +2 at Level 11 and +3 at Level 17.
Mind Walker
3rd-level Way of the Mind feature
You can use an action to spend 2 ki point to cast calm emotions, detect thoughts and suggestion. Your spell save DC = Ki save DC.
Mind Link
6th-level Way of the Mind feature
You have trained your mind to allow you to connect with other creatures, and are able to communicate telepathically with them. You spend a ki point per creature you connect to in this way, and are able to maintain this connection over an amount of miles equal to your Monk level.
Mind Slash
6th-level Way of the Mind feature
Once per turn, when you hit with an attack you can spend 1 ki point to deal additional damage equal to an additional role of your martial arts dice + your Intelligence modifier. This attack deals psychic damage.
Stunning Slash
11th-level Way of the Mind feature
When you spend a ki point to make a stunning strike you can also use Mind Slash without spending an additional ki point. You can still only use Mind Slash once per turn.
Mind Flyer
11th-level Way of the Mind feature
On a bonus action you can spend 3 ki points to gain a flying speed equal to your walking speed for 10 minutes.
Mind Rend
17th-level Way of the Mind feature
When you hit with an attack using an unarmed strike or your mind blades you can spend 4 ki points to deal an extra 10d10 psychic damage and force an Intelligence saving throw. On a failed save the targets is incapacitated and it's Intelligence and Wisdom scores are reduced to 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. The creature exists in this state for a number of days equal to your monk level.
You can use this ability once in 24 hours.







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