Monk
Base Class: Monk

Design Goal

Create a Monk subclass that integrates fully with the Psionics for Everyone framework, using the PED/APED mechanics, with a focus on:

• Celerity – speed, seamless motion

• Force – attacks infused with psionic will

• Stillness – precision, clarity, and mastery of the self

This subclass avoids overlapping with:

• Way of the Astral Self (projection, extra limbs)

• Soulknife (stealth blades)

• Psi Warrior (telekinesis)

Core Identity

The Warrior of Celerity is the eye of the storm — calm, fast beyond comprehension, and devastating with each motion. They harness psionic force not for flair, but for clean, efficient control of space and tempo.

"I do not chase. I arrive."

Psionic Theme

• Celerity: Doubling and sharing movement speed

• Force: Pure psionic pressure shaping attacks and the battlefield

• Momentum Mastery: Redirecting motion, delaying action, controlling tempo

 

Level 3: Tier 1 — Level 3: Force and Motion

• Psionic Footwear Crafting. If you selected Cobbler’s Tools, you may craft specialized psionic footwear for your allies. Over the course of a short rest, you may create a pair of speed-enhancing boots for one creature. While wearing these boots, the creature gains a bonus to movement speed equal to half your total speed bonus (after doubling). These boots last for a number of days equal to your monk level, or until you create a new pair. A creature can only benefit from one pair at a time.

 

• Gain PED. Psionic Energy Dice = 2 × Proficiency Bonus.

 

• Bonus Proficiencies. Choose two skills from: Insight, Perception, or Acrobatics. You gain proficiency with Cobbler’s Tools, and one additional tool from: Calligrapher’s Supplies or Cartographer’s Tools.

 

• Force Infusion. All unarmed strikes and monk weapon attacks deal force damage.

 

• Supreme Speed. Total speed bonuses are doubled. Unarmored Movement counts as a single source—double it once. Other sources (Dash, haste, items) double separately and stack.

 

• Ki–PED Integration. Any Monk feature that costs 1 Ki point may instead be fueled using a PED.

 

• Free Use. Once per long rest, use any Tier 1 feature without expending a PED.

Craft Psionic Footwear

Over a short rest, create a pair of psionic boots for one creature. While worn, they gain bonus speed equal to half your total speed bonus (after doubling). Lasts a number of days equal to your monk level or until you create a new pair. A creature can benefit from only one pair at a time.

Psionic Energy Dice (PED)

You gain a Psionic Energy Dice (PED) pool equal to 2 × your proficiency bonus. Your PED die size follows your project’s PED chart. APED applies: each additional use of the same effect before a long rest costs +1 APED (minimum 1).

Lv 3–4: 1d6

Lv 5–10: 1d8

Lv 11–16: 1d10

Lv 17–20: 1d12

PED

PED

Bonus Proficiency Skills

You gain proficiency Insight, Perception, or Acrobatics

Supreme Speed

Your total speed bonuses are doubled. Unarmored Movement counts as one source—double it once at it's current value - adjust this at each increase.

Other sources (Dash, haste, items) double separately and stack.

Sheet helper: +10 ft speed is applied here and scales with Monk's Unarmored Movement to reflect your heightened baseline; apply the doubling logic situationally in play.

Force Infusion

All your unarmed strikes and monk weapon attacks count as force damage.
When you hit, you may spend 1 PED (or meet 3+ APED) to add extra force equal to your PED die + WIS or current APED count-2.
Use the action below as a reminder and for the bonus roll.

Ki–PED Integration

Any Monk feature that costs 1 Focus Point may instead be fueled using 1 PED.
Any Subclass feature that requires 1 PED may instead be fueled by 1 Focus Point.

Free Use

Choose 1 Feature from this Tier that requires exactly 1 PED to activate.  You may use that feature without expending the PED.  After you have used this feature, you may not use it again until you have taken a short rest

Psionic Footwear Upgrade (Jump)

If the target of your Psionic Footwear is wearing the boots, they may cast *jump* (as the spell, no concentration) once per long rest. The casting requires no components and is considered psionic.

Redirect Force

When a creature misses you with an attack, you may spend 1 PED (or 3+ APED) to redirect their force. Choose one of the following effects:
• Knock them prone.
• Push them 10 feet in a direction of your choice.
• Disarm them (they must succeed a Strength save, DC = 8 + PB + WIS, or drop the weapon).

Fluid Movement

Your motion flows beyond interruption:
• You do not provoke opportunity attacks.
• You ignore difficult terrain.

Moment of Resonance

Once per long rest, or by spending 2+ APED, you may grant one ally within 30 ft:
• Your full speed bonus (after doubling) for 1 turn.
• Force damage on their next weapon or unarmed attack (equal to your PED die).

Psionic Footwear Upgrade (Wall Pulse)

Once per long rest, the wearer of your Psionic Footwear may activate a wall of force effect as if cast at 5th level.
The wall follows the standard spell rules and lasts for its full duration.
You must be within 60 ft of the wearer to trigger the wall’s formation.
No components are required; it is considered psionic.

Force Expression

You can manifest psionic force in offensive and defensive ways.

Offensive (Action). Choose one creature within 30 ft.
It must succeed on a Strength save (DC = 8 + PB + WIS) or be pushed 20 ft and knocked prone.
On a success, it is pushed 10 ft instead.

Defensive (Reaction). When you or an ally is targeted by an attack or spell, you can form a resonant wall of force identical to the spell (no components).
You can do this once per long rest, or with 3+ APED.

Echoed Motion

When using Moment of Resonance, choose one of two options:

• Affect up to a number of allies equal to your Wisdom modifier (for 1 turn).
• Or affect 1 ally per turn, for a number of turns equal to your Wisdom modifier.

Psionic Footwear Upgrade (Velocity Echo)

Psionic Footwear created at this level leave shimmering trails of momentum.
• The wearer may Dash as a bonus action.
• Once per round, when moving more than 30 ft, the wearer may leave behind a psionic echo (illusion) until the start of their next turn.
– An enemy targeting the wearer must succeed on a Wisdom save (DC 8 + PB + WIS) or target the echo instead.
• This feature is suppressed while Emanation of Celerity is active, but returns immediately when it ends.

 

 

Emanation of Celerity

As an action, you emit an aura of celerity and stillness.

• Radius: 30 ft + 5 ft for each level beyond 14.
• Allies inside gain speed equal to half of your total speed bonus.
• Enemies inside have their speed halved.
• Lasts 1 minute.

Uses: Once per long rest, or by spending 4+ APED.

Resonant Mastery

When Emanation of Celerity is inactive, you may use Moment of Resonance up to your proficiency bonus times per long rest (each use requires 2+ APED+1 for each time you have activated this feature since your last long rest).

Force Structures

You may create permanent-seeming constructs of psionic force: slides, ramps, bridges, loops.

• Base form = 100×5 ft, 50×10 ft, or 25×20 ft (500 sq ft).
• +1 APED threshold per extra 250 sq ft.
• +1 APED threshold per extra minute (combat) or 10 minutes (calm).
• Structures are immobile and last as long as the APED threshold is maintained.

You may dismiss the constructs at will: (No action.)

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