Monk
Base Class: Monk

Many people refer to the mysterious art of psionics as "mind magic" however those who have studied it know that psionics are far more akin to a monks ki than true magic, in the same way that ki draws on the power of the  body and soul, psionics draw on the power of the mind itself, while magic harnesses the external forces of the weave. Monks of the way of psionics know this better than anyone, and through careful (and often dangerous) training are able to blend psionic powers with melee attacks, many are able to further weaken the divide between ki and psionics to use their own life force to empower their psionic abilities. Due to the ki based origins of their abilities monks of the way of psionics channel their psionic powers using methods originating with the way of the open hand, this forces them to physically touch opponents to use most of their psionic abilities on them, forcing them to be in the thick of battle, many compensate for this by using their abilities for defence as well as attack, making the way of psionics one of the most powerful and versatile monk orders known. The most powerful members of this order are known to be able to replicate the feared mind blast of the mind flayers.

Psionic power

When you choose this class at 3rd level you gain the ability to use psionic powers, you can cast invisible mage hand at will with no verbal or somatic components and can communicate telepathically with any creature within 30 feet that you share a language with.

Psionically empowered strikes

Also at 3rd level you gain the ability to blend psionics with your fists to empower your attacks, when you hit a creature with an unarmed strike you can add an extra effect to the attack. You can choose 3 of these options at level 3 and gain more at higher levels, 2 each at levels 7, 11, 15,  and 19. If you use an empowerment option that has a duration effect then you cannot stack the same ability and you can have a number active at a time equal to half your proficiency bonus rounded down. As the first step of your training to blend psionics and ki you can use wisdom instead of intelligence for these abilities. You can use these abilities a total number of times equal to your proficiency bonus, regaining all expended uses on a long rest. (for now)

Confusion.

When you hit a creature with an unarmed strike you can force them to make an intelligence saving throw with a DC of 8 + your prof bonus + your wisdom modifier, on a fail they have disadvantage on every saving throw or check they make between now and the start of their next turn as you reach into their mind and leave them confused and bewildered, this effect ends if they take damage.

Disabling strike.

You can attempt to knock a target prone when you hit them, the target has to make an intelligence saving throw equal to 8 + prof bonus + wisdom modifier.

drain energy.

If you hit a creature that has psionic abilities or ki points then you regain 1d6 ki points.

Forceful blow.

You blend telekinesis with your strike to move the target, when you hit someone with an unarmed strike you can move them up to 10 feet in any direction.

greater mind control.

As part of the attack you can cast the suggestion spell on the enemy, unlike other duration based abilities this one does not count towards number active at a time, you can use this for free once per long rest and must spend 3 ki points to use it more than that.

inflict despair.

As part of your hit you reach into a creatures mind and bring all their worst fears and dreads to the front of their mind, the creature is overwhelmed with hopelessness and must make a wisdom saving throw, missing their next turn on a fail.

Memory wipe.

As part of an attack you can cast modify memory once per long rest for free and can cast it using 4 ki points after that.

Mind obliteration.

As part of the attack you channel overwhelming amounts of psychic energy with the intention of shattering a creatures mind, you can cast feeblemind once per long rest.

nightmares incarnate.

you can cast phantasmal killer on an enemy you hit, you can only use this ability once per long rest or if you expend 4 ki points to use it again.

Psionic puppetry.

When you hit a creature with an unarmed strike you can direct a powerful burst of psionic energy into its mind, the creature must make an intelligence saving throw DC = 8 + proficiency bonus + wisdom modifier, on a fail it is under your complete control for the next 10 minutes, the effect ends if you give any order that would result in obvious harm or the creature takes any damage.

Psionic shield.

When you hit a creature you can create a brief barrier of psionic energy between them and you, your AC increases by 3 against any attack they make against you between now and the start of your next turn.

Psionic smite.

You can pour psionic energy into your hands to inflict massive damage, you expend ki points to deal psychic damage equal to 1d8+1 per ki point spent and the target has to succeed an intelligence saving throw or be stunned.

Psionic strike

You can strike with both psionic and physical blows, when you hit with an unarmed strike you can deal extra psychic damage equal to your wisdom modifier.

Psionic weakening

You can hit a creature with a concentrated burst of psionic energy shortly before attacking it, distracting it and knocking it off guard, the target has to make an intelligence saving throw, DC = 8+ your prof bonus + your your wisdom modifier on a fail you gain advantage on the attack role.

Psychic barrage.

You channel psionic energy into your fists, every attack you make over the course of your turn, including the attack you make when you use this ability deals an extra 1d4 Psychic damage.

Psychic control.

When you strike a creature you can plant an order in its mind, it is compelled to obey this order, the order can be a direct order such as "go away" or something vague like "be nicer" this effect lasts until you use another psionic ability and requires concentration, the creature will still recognise you as hostile and continue to attack you, however it will also feel an overwhelming urge to obey the order you planted in its subconscious once it ceases to be engaged in combat.

Psychic link.

by channeling your psionic powers you can forge a brief psychic link between you and the target of your attack, until the end of your next turn you can read the targets mind.

Psychic splinter.

As part of an attack you can drive a wedge of psychic energy into a creatures mind, the target takes 1d6 psychic damage and must succeed an intelligence saving throw or subtract 1d4 from the next attack role, saving throw or ability check they make before the end of your next turn.

Psychic ward.

As part of your unarmed strike you create a defensive field, you have resistance to all damage dealt by the target until the start of your next turn.

Rapid strike.

you can make a second attack after your first attack, this ability can be used with both multiattack and flurry of blows.

terror

When you hit a creature you can cast the fear spell on it, this ability can only be active on 1 enemy at a time.

vulnerability.

You can channel psionic energy to weaken a creature mentaly, they have disadvantage on all wisdom saving throws they make until the start of your next turn.

Life force transfer

You have gained greater control over your ki and psionics and are now capable of using ki points to power your psionically empowered strikes,You can discuss with the dm whether it should be 1 or 2 per usage depending on how many short rests you get and how likely you are to run out.

mind shielding

You have learned to shield your mind against the very techniques you use against others, you have resistance to psychic damage and advantage on saves to avoid having your mind affected by spells or other magic or psionic effects.

Mind blast

you can spend 5 ki points to target every creature of your choice in a 30 foot cone with a blast of psionic energy, a creature must make a wisdom saving throw and takes 4d10 psychic damage and is stunned on a fail, taking half damage and not being stunned on a success.

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