Base Class: Monk
Not all paths are chosen.
Come On In And See
Starting when you choose this tradition at 3rd level, you've got a knack for getting the word out and bringing people together.
Your attacks with unarmed strikes and monk weapons can deal psychic damage.
In addition, as a bonus action you can expend one Psionic Energy die to increase the reach of your unarmed strikes by 10 feet until the end of your turn.
It's Nice And Warm Inside
At 3rd level, adding a nice touch to your environment can really help set the mood.
You gain the ability to allow your attacks granted by Flurry of Blows to impose one of the following effects once per turn:
• Love. The target must succeed on a Wisdom saving throw against your ki save DC or become blinded until the start of your next turn.
• Peace. The target must succeed on a Wisdom saving throw against your ki save DC or become incapacitated until the start of your next turn.
• Togetherness. The target must succeed on a Wisdom saving throw against your ki save DC or become charmed by you until the start of your next turn.
If You Would, Please
At 5th level, when the party gets out of hand, you're the one to get things under control and set the record straight.
Once per turn, when you hit a creature with a Stunning Strike and that attack inflicts psychic damage, you can expend one Psionic Energy die to impose one of the following effects:
Walk and talk with me. The target must succeed on an Intellegence saving throw against your ki save DC or, instead of being stunned, the target becomes incapacitated until the start of your next turn, and must use its reaction or next action to move in a random direction as far as its speed allows. Its route must be as direct as possible, and it does not avoid dangerous terrain or enemies. If it reaches a barrier or creature in its path, its movement is ended.
If your target survives this movement, you gain the benefits of having cast the Detect Thoughts spell on your target.
Get some sleep. The target must succeed on a Constitution saving throw against your ki save DC or fall prone and suffer one level of exhaustion.
If the target dies from this effect you restore your Psionic Energy die to maximum.
Give me your ki's. The target must succeed on an Wisdom saving throw against your ki save DC or take psychic damage equal to one Psionic Energy die plus your Wisdom modifier and you or a creature of your choice within the reach of the attack, gain temporary hit points equal to half of that amount.
If your target dies from this damage, you gain ki points equal to half of your Wisdom modifier.
Let's Smoke A Bowl Of Weed
At 6th level, your hospitality makes it easy to learn more about those you meet, and relax with those close to you.
As a bonus action, select a creature that you can make eye contact with. That creature must make a Wisdom saving throw. On a failed save, you learn if the creature shares any aspects of its alignment with you, its current attitude and intentions toward you or one other creature, object, or location of your choice, and its current hit points and vulnerabilities. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature’s distance and direction from you.
If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest.
You can use this ability a number of time equal to your Wisdom modifier.
Also at 7th level, you learn the Calm Emotions spell.
You can cast this spell a number of times equal to your Wisdom modifier at a cost of one Psionic Energy die.
The More The Merrier
By 11th level, as the crowd grows, you're great at finding creative ways to get everyone thinking on the same page.
You can expend one Psionic Energy die and gain the ability, until the end of your turn, to allow any unarmed strikes granted by Flurry of Blows to cast a 10 foot cone centered behind your target. Any creature inside this cone must succeed on a Wisdom saving throw or take psychic damage equal to your Wisdom modifier and gain vulnerability to psychic damage until the end of your turn. Your target gains vulnerability to psychic damage and has disadvantage against saving throws described in The Ki Within.
In addition, at 13th level, you learn the Telepathic Bond spell. Once you cast this spell, you cannot cast it again until you finish a long rest.
Set Your Spirit Free
At 17th level, being a master of forming bonds and maintaining relationships, whomever you call on will come to your aid.
If you are hit by an attack that would reduce your hit points to 0, that attack instead misses, and you can use your reaction to assume one of the following forms:
• Ki Form. When you assume Ki Form, your ki leaves your physical body and all of its belongings behind, and forms a new body of pure psychic energy.
You can immediately use your movement, and are granted the following benefits:
• You are resistant to all but psychic damage. You recover an amount of ki points, Psionic Energy die, and temporary hit points equal to half of their maximum value. These temporary hit points reduce to 0 when this benefit ends.
• Abilities and benefits granted by The Ki Within and The More The Merrier can be applied to all unarmed attacks, and as a bonus action, you can expend one Psionic Energy die to increase the size of the cone granted by The More The Merrier to 20 feet.
• You gain a fly speed equal to double your walking speed and you can move through other creatures and objects as if they were rough terrain. Creatures you move through in this form gain either vulnerability to psychic damage or one of the conditions from The Ki Within. If you move through your physical body, it will gain temporary hit points equal to your Wisdom modifier, once this turn. If you end your turn inside of a creature or object, this ends the benefit and you are teleported to the last open space you occupied, taking 2d12 force damage.
• Psi Form. Your psionic power forms a shell of psionic energy around you, growing out around your weapon, taking it under its control.
You can immediately use the bonus action granted by this option, and are granted the following benefits:
• You are resistant to all but psychic damage. You recover an amount of ki points, Psionic Energy die, and temporary hit points equal to half of their maximum value. These temporary hit points reduce to 0 when this benefit ends.
• You have a movement speed of 0, you gain 15 feet of reach, and you cannot make unarmed strikes.
• If You Would, Please is no longer restricted to once per turn, instead each effect is limited to once per turn. The effect of Get some sleep is doubled, and if you expend at least two Psionic Energy die on your turn, you can use your bonus action to make an attack with your monk weapon or to take the bonus action detailed below:
• As a bonus action, for one Psionic Energy die you can force all creatures within your reach to succeed on a Strength saving throw against your ki save DC or take 1d12 force damage, be knocked back 20 feet and be knocked prone. If a creature is prone they are not affected.
You can choose to end these benefits anytime during your turn. These benefits last for one minute, and you cannot use this feature again until you complete a long rest.
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