Monk
Base Class: Monk

On the world shard of Ken, claimed by Ioun, an order of Monks trains to defend the Grand Library from all threats. These powerful psychic monks are known as the Hand of Zuoken, and train in a monastery that surrounds the statue of the Exalted Guardian. Hand of Zuoken monks channel their ki into psionic energy, and thus are as keen of wit as they are of body. Starting when you choose this discipline at 3rd level, you can use your Intelligence modifier rather than your Wisdom modifier when determining your Ki Save DC, and you gain proficiency in your choice of History, Arcana, Religion, or Nature.

Tactile Telekinetic

Starting 3rd level, you can use your psionic power to rearrange the battlefield to your advantage. Whenever you hit a creature with one of the attacks granted by your Martial Arts feature, you can swap places with it. When you critically hit, you may spend a ki point to slide the target a number of feet equal to your Intelligence modifier times 5.

At 5th level you can also use these abilities with attacks granted by your Flurry of Blows feature.

Psionic Shield

At 6th level, you gain the ability to shield yourself with mental power. As an action, you can gain temporary hit points equal to your monk level plus your intelligence modifier. You may spend up to 5 ki points to grant this temporary HP up to five additional creatures within 15 feet of you. Once you have used this ability you may not use it again until you've completed a short or long rest.

Psychic Surge

Beginning at 11th level, you can use your psionic prowess to take an extra action on your turn. This ability does not expend ki points, but you cannot use it if you do not have at least half your ki points remaining.

Once you use this ability you may not use it again until you've completed a short or long rest.

Whirling Mantis Step

Starting at 17th level, you gain the Whirling Mantis Step ability.

Spending your action, you can move up to your speed without provoking opportunity attacks. If you leave the threatened range of an enemy, you may slide that enemy up to five feet with telekinetic force. When you have finished moving, you may make a melee weapon attack against each creature within your weapon's range, dealing 10d8 + Dexterity modifier bludgeoning damage to each creature you hit, and half as much damage to each creature you moved but failed to hit.

Each creature you hit must also make a Constitution save equal to your Ki save DC or be stunned until the end of your next turn.

Once you've used this ability you may not use it again until you've completed a long rest.

Previous Versions

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