Monk
Base Class: Monk

Jedi, who learn the ways of the force, use their training to promote peace and protect the innocent. These abilities take them across the galaxy helping those in need and, when an outside force threatens the balance, acting as generals and leaders of soldiers. They swear off attachment and possessions, and dedicate themselves to study and service... at least in theory.

Force Push

As you begin to master the force, you learn to tap into it to move objects. Starting at third level you may, as an action, move an unsecured object within a 60 foot radius to anywhere else within a 60 foot radius. The object must be no heavier than five times your monk level. If it can be carried, you can use this to call it into your hand.

If the object is being held by a creature, that creature can resist the motion by making a Strength check contested by your Wisdom check. If the creature's check is higher than yours, the creature is able to keep hold of the object. If there is a tie, the object flies out of the creature's grasp but you lose control of it, and it lands halfway to its intended destination (but travels no more than 15 ft. from its starting position).

Force Jump

Your skill with the force enables you to propel yourself through the air as if weightless, making near-superhuman leaps. You gain flying speed equal to your walking speed (including the bonus from Unarmored Movement). You cannot end your turn in flight. If you take any damage while flying, you immediately fall to the ground (following the appropriate rules for falling) and lose all remaining movement this turn. You cannot fly further than your base walking speed (for example, using the Dash action) without alighting, at least for a moment, on a surface able to take at least half your weight.

Advanced Force Push

You may now use the force to move objects that weigh up to ten times your Monk level.

As an action, you may use one Ki point to execute a force throw.

Target must succeed on a DC 16 Constitution saving throw or be knocked 20 feet in one direction of your choosing.

If there is an object of roughly the same size as the target or larger in the chosen path, then the target stops and takes 1d4 bludgeoning damage per five feet of remaining movement (rounded up).

If there is a creature of the same size as the target or smaller in the chosen path, then the target stops and falls prone, and the creature in the path must succeed in a DC 17 saving throw or be knocked prone.

Force Mastery

You have mastered the force. This means that you must answer the pull of the light and the dark. If you join the Light Side, your alignment becomes lawful good and you gain the power of healing. If you join the Dark Side, your alignment becomes Lawful Evil and you gain the power of lightning.

Force Mastery: Dark Side

As the Force flows through you, you gain the power to channel that darkness into pure destructive energy. Once per turn, you may spend two Ki points to cast either Lightning Bolt or Witch Bolt as a 3rd level spell, without the need for any material components and without expending a spell slot.

Force Mastery: Light Side

As the Force flows through you, you gain the power to channel that life energy back into those around you. Once per turn, you may spend two Ki points to cast either Healing Word using Wisdom as a 3rd level spell, or Revivify, without the need for any material components and without expending a spell slot. 

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