Monk
Base Class: Monk

“It is an energy field and something more.
An aura that at once controls and obeys.
It is a nothingness that can accomplish miracles.” - Obi-Wan Kenobi
The Force is a power that binds the universe together. Those who study it are the Jedi who look to use the power to keep peace while the Sith use it as a means to achieve their selfish goals. Grey Jedi see the tools of both sides as necessary to keep balance.

Proficiencies

You gain proficiency on the **insight** or **intimidation** skill as well as one artisan tool or vehicle of your choice.

Artisan Tool Proficiency

Artisan Tool Proficiency

Insight

You gain proficiency in the insight skill.

Intimidation

You gain proficiency with the intimidation skill.

Land Vehicle Proficiency

Land Vehicle Proficiency

Water Vehicle Proficiency

Water Vehicle Proficiency

Lightsaber Proficiency

You have finished constructing your lightsaber, the weapon of the Jedi, which you are proficient with. You are also proficient with the double bladed lightsaber. Both are considered monk weapons for you. Also, you may use a bonus action to retrieve the weapon with the force as long as it is within 50ft of you, you can see it, and it has at least a 3 inch gap to fit through.  Making a second lightsaber or repairing a broken one takes 8 hours of work and 500 gold pieces worth of components. You can also use this time to convert the lightsaber to a double bladed saber. If you make a third lightsaber, it is non functioning until you remove the kyber crystal from one of your lightsabers making the previous one non functioning. See the box below for more details about lightsabers.

Bonus Cantrip

You learn the mage hand cantrip which is invisible for you. Also, the amount it can lift is increased to an amount equal to 10 times your wisdom modifier pounds (minimum 10).

Lightsaber Training

You can use a bonus action and one ki point to gain a fighting style for one minute. You may gain the Two-Weapon Fighting, Dueling, or Great Weapon Fighting style. You can only have one such effect active at a time. If you know one of these fighting styles, you cannot take it again.

Force Adept

Your studies in the way of the force have taught you how to use the force in new and different ways. At **6th level**, you gain two of the following abilities of your choice. You gain an additional ability at 11th and 17th levels in this class. You can switch them out whenever you gain a level in this class. 

Force Choke

You can use your action and two ki points to force one target size large or smaller within 30 feet of you that you can see to make a constitution saving throw. If they fail, they take 3d6 force damage and have the restrained condition until the beginning of your next turn and begin choking.  They take half as much on a success and are not restrained. You can use your action to continue the action and force another saving throw, but your speed is halved for the duration and you cannot take bonus actions. The target may repeat the saving throw at the end of each of their turns if you continue the action. Each ki point you spend after the first raises the damage by 1d6 to a maximum 5 ki points. Creatures who are not required to breathe have advantage on the check and are not restrained.

Force Healing

You spend one ki point to channel force energy and cast cure wounds at second level. Spending additional ki points raises the level of the spell by one.

Force Lightning

You call upon the powers of the dark side to produce lightnings from your fingertips. You must have at least one free hand to complete this action. You can use your bonus action to spend two ki points and for one minute, or until the effect ends, you can use your action to channel electrical force energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. Each ki point you spend after the first raises the damage by 1d6 to a maximum 5 ki points. This ability requires concentration as if concentrating on a spell.

Force Push

You can spend one ki point and a bonus action to use the force and make one large or smaller creature that you can see within 15 feet of you to make a Constitution Saving Throw. If the creature fails, you can move the creature 10 feet in a direction that you choose and they fall prone. Succeeding the save negates this. The creature takes any relevant falling damage or 1d6 for every 10 feet traveled if they hit a vertical surface. Spending an additional ki point increases the distance the creature is shoved by 5 feet to a maximum of 6 ki points total and every additional 2 ki points allows you to push a creature one size category larger.

Jedi Mind Trick

You can use 1 ki point to cast the suggestion spell with only somatic components (a small wave of the hand).

Restful Meditation

You can gain the effects of a short rest in 10 minutes. While doing this you must spend all 10 minutes in uninterrupted meditation and not performing any other tasks, including keeping watch. Once you use this ability, you cannot use it again until you take a long rest.

Jedi Agility

When you reach the **11th level** in this class, You are under the effects of the Jump spell at all times

Superior Force Powers

At **11th level**, you can cast Telekinesis with 4 ki points. The maximum it can lift is a number of pounds equal to 200 times your wisdom score (minimum 1000lbs).

Dueling master

When you reach the **17th level** in this class, you may use your lightsaber for any attacks you make on your turn, including those made with flurry of blows.

Force Mindfulness

At **17th level**, your mastery of the force gives you insight into unseen danger. You cannot be surprised and you make initiative rolls at advantage.

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