Monk
Base Class: Monk

Monks who follow the Way of the Mystic have discovered a way to go beyond their own ki and with their mind, tap into the psychic energy field that surrounds all things in the universe, into psionics. Their powers allow them to manipulate objects, sense the feelings of other beings, and tap into an awareness most others cannot comprehend. 

Monks who follow this path are keepers of the peace, who fight only to defend others, and never to cause undo harm which might unbalance the universel as their power over their own mind is rarely matched. For them, there is no emotion, there’s peace. There’s no ignorance, there’s knowledge. There’s no passion, there’s serenity. There’s no chaos, there’s harmony. To walk the path of the Mystic is to try and achieve true tranquillity.

Psionic Power

Beginning when you choose this tradition at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Telekinetic Reach. Your control over your psychic mind and its connection to your surroundings lets you affect them without directly touching them. As a bonus action, roll a psionic energy die. For a number of minutes equal to the result, the reach of your unarmed strikes increases by 10 feet, and you can telekinetically manipulate objects as if you were using your hands without touching them, on a range of 15 feet around you, as described in the mage hand spell. Doing so requires the focus of your hands and you can’t use them for other things. The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.

Telepathic Control. Your refined control over psionics lets you command how the body of others functions. Whenever you hit a creature with an unarmed strike, you may expend a psionic energy die and force them to make a Wisdom saving throw. On a failed save, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. After finishing a long rest, until a creature fails the saving throw against this feature, you don't expend a Psionic Energy die when using this feature.

Psychic Might

Also at 3rd level, your monastic teachings have led you to unlocking the power to touch the minds of others. You gain the following features:

Psychic Speech. At the end of a short or long rest, roll your Psionic Energy die, without expending a use. Until you finish a short or long rest, you can telepathically speak to any creature you can see within a number of feet equal to 30 times the number rolled. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This doesn't give the creature the ability to speak back.

Psychic Strike. Whenever you deal damage with an unarmed strike, you may have that damage become psychic instead. You may also use Wisdom, instead of Strength or Dexterity, for attack and damage rolls for your unarmed strikes, when they deal psychic damage.

Telepathic Adept

At 6th level, you have mastered new ways to use your telepathic abilities, detailed below.

Mind Trick. You can reach into a creature’s mind and tamper with it. As an action, you may roll a psionic energy die and cast the Suggestion spell without expending a spell slot and without components. Wisdom is your spellcasting ability for this spell, and when cast this way, its duration is a number of rounds equal to the number rolled instead.

Psionic Message. You can reach far into a creature’s mind and message them when needed. As an action, you may roll a psionic energy die and cast the Sending spell without expending a spell slot and without components. You can increase the number of words you can say or receive by an amount equal to the number rolled.

Telekinetic Master

Starting at 11th level, you can use your mastery over psionics to control the tempo and kinetic energy of combat. Whenever a creature is damaged within 15 feet of you, you may use your reaction and roll any amount of your psionic energy dice. You can either increase that damage by an amount equal to your level (rounded up) + the result, or have the damaged creature gain temporary hit points equal to twice your level + the result before they take damage.

The first time you use this feature after each short rest, you don’t expend one of the Psionic Energy die you use. All other times you use the power, you expend all dice. For example, the first time you use this feature after each short rest, if you choose to roll 4 dice this way, you only expend 3; or if you choose to roll 1 dice this way, you expend no dice.

Furthermore, whenever you use this feature, your next unarmed strike that hits deals additional psychic damage equal to your monk level.

Awakened Psion

By the time you’ve reached 17th level, you have fully mastered the power of the mind, gaining the following features and ways to use your telepathic abilities:

  • Mystical Meditation. At the end of a short rest, after you’ve regained ki points; you may expend any amount of ki points: for each 3 ki points you spend this way, you recover one expended psionic energy dice.
  • Psionic Flight. You can release your body from the restraints of the body. As a bonus action on your turn, roll a psionic energy dice. For an amount of minutes equal to 10 times the number rolled, you gain a flying speed equal to your walking speed and can hover.
  • Mystical Slumber. You can finish a long rest in half the time. If your long rest is already less than 8 hours, such as through an Elf's Trance feature, the time it takes you to complete it is reduced by 15 minutes instead, and whenever you finish it, you gain temporary hit points equal to your level.

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