Monk
Base Class: Monk

 You weren't sure where, but somewhere close, someone, or perhaps something, was watching you. The presence was unmistakable and loomed heavily on your mind. You waited, frozen, as you felt yourself instinctually reach out into the unknown for the first time. Until your mind brushed against something. If only the beast touches, but you bristled and recoiled.
Nothing had been there, it had merely been your imagination.

Impious Heritage

While you're not holding anything, your reach increases to 10 feet, your arm can move trough a space as narrow as 1 inch wide without queezing.

While making an unarmed strike with this arm, your strike can hit each crature un a 10-foot long line that is 1-foot wide. You make a single roll for this attack and compare it to each creature's Armor Class individually.

You may spend 1 or 2 ki points to increase the lenght of this line to 15 or 20 feet, respectively. This effect lasts until the end of your turn.

Pretenatural Vigor

At 6th level, your infection spreads throughout your body. Providing your with unearhly hardiness. You gan resistencia to psychic damage and you cannot be frightened, charmed or stunned

Aditionally, you gain blindsight out to range of 15 feet as your mind expands and beginds reaching out once more

Spreading Affliction

You gain the ability to breathe underwater indefinitely.
You also gain the ability to instantaneously travel while in water. When you are touching any amount of water, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also touching water. You then have advantage on the first melee attack you make before the end of the turn.

Additionally, you may spend 2 ki points to cast Clairvoyance without expending any material components

Evolution Incarnate

Begining at 17th level, you may spend 4 ki points to cast the spell Detect thoughts without expending any material components.

Whenever you cast Detect Thoughts this way and your mind is focused on  a creature, you can force that creature to make a Wisdom saving throw at the end of each of your turns. It takes 4d10 psychic damage on a failed save, or half as much on a success. Additionally, whenever you successfully probe deeper into a creature's mind, you may choose to inflict one of the following effects:

  • That creature becomes Charmed by you, regarding you as a leader who is to be protected for as longo as you remain focused on that creature or until you  or your allies do something harmful to it.}
  • That creature becomes Defened and Blinded for as long as you remain focused on that creature.
  • That creature becomes Frightened of you for as long as you remain focused on that creature.
  • That creature becomes Stunned and may repeat its saving throw at the end of each of its turns, ending the effect on a success.
  • The creature automatically fails its Wisdom saving throws against this spell's damage for as long as you remain focused on that creature.

Once an effect ends for a creature, it is immune to any futher effects for 24 hours.