Base Class: Monk
Monks of the Way of the Mystic Hand have become enlightened to what they realize to be a light that blazes within them — the illumination of psionic power. This energy can be difficult to master, but not impossible to harness with specialized training in achieving balance between the chaos and tranquility of the mind.
By realizing synergy of their Psi and Ki, Mystic Hands are able to augment traditional monk training in various ways: from connecting psychically with another being to unleashing attacks with devastating effect. All this, only through serenity of mind, body, and soul.
REFERENCE SOURCES
This class was inspired by a few different sources. I took elements from the following sources to create this subclass:
- UA 2020 Psionic Options
- UA 2017 Mystic Class
- Way of the Soul Knife subclass by Mike Mearls
Awakened Mind
3rd-level Mystic Hand feature
Starting when you choose this tradition at 3rd level, you begin the journey of clearing your mind of what was once clouding and consuming its thoughts. You find a wellspring of psionic power that you harbor within yourself. An energy that ebbs and flows as you learn to channel it in various ways and connect it to your ki. This energy can be most obviously seen manifesting itself as an aura around your fists with a faint aura around your arms.
Your unarmed strikes deal your choice of psychic or bludgeoning damage each time you hit. In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn.
Mystic Flurry
When you channel your ki into your attacks, you augment your psi-infused fists to inflict devastating psionic attacks.
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows and that attack inflicts psychic damage, you can impose one of the following effects on the target:
- Invoke Terror. They succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
- Invoke Wrath. They suffer disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Synaptic Overload. They gain vulnerability to psychic damage until the end of your next turn.
Psionic Talents
As you begin training in the ways of the Mystic Hand, you learn to harness your Psionics in a few different ways. These are known as Psionic Talents.
You can use your Psionic Talent die to execute the three Psionic Talents listed below
(Psionic Talent) Mystic Leap
When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump. This extra distance costs you only 1 foot of movement.
Mystic Leap distance = 5 times the number rolled + your proficiency bonus + 2 times your Dexterity modifier (minimum of 5 feet)
You may also use your Mystic Leap to plant yourself on your feet if you begin your turn in the prone position. When you take this action, your Psionic Talent die decreases by one die size.
(Psionic Talent) Psychic Link
You can use your psychic abilities to establish telepathic communication between yourself and others. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled.
The chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within range (shown in the table below) of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
LEVEL | DURATION/RANGE |
---|---|
3 | 1 hour duration. 1000 ft range. |
6 | 5 hour duration. 3000 ft range. |
11 | 9 hour duration. 1 mile range. |
17 | 13 hour duration. A number of miles equal to 1 x your Wisdom modifier |
(Psionic Talent) Telekinetic Strike
You can propel your attacks with telekinetic force. Once per turn, immediately after you deal damage to a target within 30 feet of you with an attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.
Psionic Talent die
Changing the Die's Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy.
Ex: you have a d6 die and roll a 6, it then becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.
Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use.
Ex: you roll a 1 on a d4, the die then becomes a d6.
After a long rest, your Psionic Talent die resets to its starting size. The Psionic Talent die size increases at 5th level (d8), 11th level (d10), and 17th level (d12)
Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You cannot use this again until you finish a long rest.
Telekinetic Adept
6th-level Mystic Hand feature
As you keep honing in on this pandemonium of chaotic energy, you are starting to quiet the noise a bit as you attune your mind to it and learn how to control it more to your will. You gain access to two more Psionic Talents.
(Psionic Talent) Overwhelming Strike
When you deal damage to a target with Telekinetic Strike, you can force the target to make a Strength saving throw. On a failure, you can knock the target prone.
Or you can instead infuse 1 ki into your strike to Mind Meld. Your psi consumes your target's thoughts and psychically connects you to it. You learn its current hit point total and all of its immunities, resistances, and vulnerabilities.
(Psionic Talent) Psychokinesis
If your Psionic Talent die is available, you can move an object or a creature with your mind. As an action, you target one object or creature that is Large or smaller, other than yourself.
Creature. The creature must make a Strength saving throw. If you can see the target and it is within 60 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Until the end of your next turn, the creature is restrained in your psychokinetic grip. A creature lifted upward is suspended in mid-air.
Object. You automatically move a loose object up to 30 feet in any direction.
If the object is worn or carried by a creature, that creature must make a Strength saving throw. On their failure, you pull the object away from that creature and can move it up to 30 feet in any direction.
You can exert fine control on objects with psychokinesis, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
If it is a Tiny object, you can move it to or from your hand within a range of 60 feet.
Either way, you can move the target horizontally, vertically, or both. When you take this action to try to move anything with a size greater than Large, your Psionic Talent die decreases by one die size.
Psionic Conflux
11th-level Mystic Hand feature
Your diligence to your Mystic training has been steadily manifesting itself as you begin to achieve confluence of the deluge of energies within. You now have access to greater refined techniques that enable you to coalesce your psi into your ki more efficiently allowing you to execute more powerful talents and abilities. You gain one more Psionic Talent.
(Psionic Talent) Staggering Psionic Blow
After you hit a creature/object (size Large or smaller) with an attack, you may spend 2 ki and roll your Psionic Talent die. The target must succeed on a Wisdom saving throw or be knocked back a number of feet away equal to 10 times what was rolled on your Psionic Talent die (A roll of 3 on your Psionic Talent die results in the target being pushed 30 feet). The target moves in a straight line. If the target collides with anything, this movement ends immediately, the target is knocked prone, and they take bludgeoning damage equal to 1d10 times what was rolled on your Psionic Talent die. (A roll of 10 on a d10 Psionic Talent die would result in 10d10 bludgeoning damage). You must spend 1 ki per size for creatures/objects greater than Large.
Mystic Tranquility
17th-level Mystic Hand feature
With complete tranquility of mind comes control only through the Way of the Mystic Hand. The fire within has grown quiet. With consummate serenity, the mind mitigates the entropic nature of psionics almost entirely. This, in turn, allows for the energy to become unfettered, finding a stillness in the chaos. As the psionic energy comes flooding out, it fully engulfs your physical body.
(Psionic Talent) The Awakened Soul
As a bonus action, the energy within you begins to engulf your physical form unveiling The Awakened Soul. You gain the following benefits while in this form:
- +2 to your AC
- Resistance to all types of damage
- Flying
- Whenever you use your Psionic Talent die, you can treat a roll of 6 or lower as a 7.
This form lasts for 1 minute. You can use this up to a number of times equal to half your Wisdom modifier (rounded down) per long rest.
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