Working on another subclass for my complete world build.
I like Psionic subclasses out there, but the first thing I thought was, why is there no Psi subclass for a Monk? If there was a class that would be a mental, focused force magic using class, it would be a Monk...forsure!
So, i have made a Way of the Psi Ki...Psyche...get it...yup I am lame...
Notes:
This is still a really rough draft...
it is based upon Psi Warrior and Soul Blade, with a bit more focus on mental control
It is based on Ki points, not psionic dice, and adds tonnes to what you can do with your Ki...which imo makes the Monk better, as I agree with some that Monks can be a little lackluster in some areas.
I added in some Ki recovery to this subclass, as I think they are going to burn through Ki points like me and doritos!
I am still working on the 17th level ability, I may just change that to a sort of body blur like ability... DONE
Monks of the Way of Psi Ki learn to tap into their mind, and augment their psyche into their Ki. They use Psi Ki to manipulate their minds, other's minds, weapons and project psionic force. Those who follow the Way of Psi Ki might be members of a religious order or a specific academy. Without much time for the needy, these Monks will suffer under the tutelage of Psionic Masters; showing only unquestioning obedience, they are dedicated to wielding the mind’s power to its greatest extent.
Psi Ki Arts
3rd-level Psi Ki Arts:
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components. Additionally, you gain the Friends and Mind Sliver cantrips if you don’t already know it.
3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind.When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your unarmed strikes or weapons with psionic force for a given period of time. You can spend one (or more) Ki point and immediately after you hit a target with a melee attack, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage). One Ki point spent equals a 1 minute duration, increases by one minute per Ki point spent.
Psi Ki Force Movement. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself (you need to spend one Ki point for small, two for medium and three for large). If it is a Tiny object, you can move it without spending a Ki point, but the contested rules below still apply.
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the creature is unwilling (or the objected is contested via strength, magical holding or something similar), you will need to make a wisdom DC check against the target's strength or wisdom (their choice) or spell DC that binds it.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Leap. You can spend two Ki points to propel your body with your mind. Like Step of the Wind you gain the ability to augment movement, this however allows the augmentation to your jumping distance equal to twice your walking speed. You must activate Step of the Wind to use your this leap, but you can choose whether you leap before or after you use Step of the Wind's extra movement.
Since this propulsion is of the mind, you do not require movement before you leap.
This leap cannot be augmented by special movement abilities like Feline Agility or a leaping spell.
Psi Ki Weapon Manifested. As a full action, you can spend one Ki point to concentrate and manifest a magical Psi Ki weapon. This weapon is a manifestation of the mind, pulsating energy, it can be made in any form the Monk sees fit: emulating a staff, a club, short blades, a longer two handed blade, or even giant spikes emerging off the monks fists etc. The mind can even manifest two weapons if dual wielding is a preferred fighting style (each weapon will required 1 Ki point spent).
It will take concentration to keep the Psi Ki weapon manifested (this will require standard concentration checks as per spell casting).
The Psi Ki Weapons will deal force damage equal to 2d6 + your wisdom modifier.
Psi Ki Weapons will also use your wisdom modifier to hit instead of dex/str.
Psi Ki weapons have almost no weight and can act as a finesse weapon
No feats or imbuements can be added to the damage as per a normal weapons.
Your bonus damage from Psi Ki Force Strikes can be added to the manifested weapons.
The Psi Ki weapons have thrown properties up to 30 feet and will return to the monks hands after a hit or miss.
Psi Ki Mind Trick
11th-level Psi Ki Arts:
Through meditation and use of your Psi Ki, you mind has strengthened. You gain resistance to psychic damage. Your arts now allow to you hold creatures other than humanoids, and change a target's memories. As an action, you can now spend 2 ki points to cast Hold Monster and Modify Memory, without providing material components.
11th-level Psi Ki Features:
You can install doubt and visual confusion within the minds of a select number of minds.
As a bonus action, you can choose one of the below affects, but you can apply it to any amount of targets you choose. You can spend one Ki point to target an individual mind, you can choose to spend Ki points up to your wisdom modifier to target more minds. Targets are affected until the end of their next round. Targets must have what would be considered a brain, or nervous system that acts as a brain. Targets can make a wisdom save in order resist the mind tricks.
Mind Trick allows for the choice of one of the following:
Install doubt - target has disadvantage on all ability checks
Mental Sloth - target has disadvantage all saving throws
Mind Blur - attack actions are rolled at disadvantage
Silenced Mind - target cannot speak or make verbal commands
Scattered Mind - target has disadvantage when making concentration checks
Psi Ki Soul
17th-level Psi Ki Arts:
Your Psi Ki now allows you to use Mass Suggestion, you can use this once per long rest.
17th-level Psi Ki features:
You can spend 5 Ki points as a reaction, you can focus and change the frequency of your existence. You can change the form of your body, essentially blurring it to visual creatures, avoiding all damage and magical effects. When you use this reaction, you act has if you have casted the Blur on yourself. Due to using your Psi Ki, you cast this with no spell components, the spell does not use concentration, and lasts for 1 minute.
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V
DURATION
Concentration 1 Minute
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Deception (...)
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
EDIT: changed level 17 skill to blur from ethereal step.
Prob gonna remove the Psi Ki weapon, as much as I love it, it is a bit much and I might make a variant subclass of this that focuses on the weapon exclusively.
Monks of the Way of Psi Ki learn to tap into their mind, and augment their psyche into their Ki. They use Psi Ki to manipulate their minds, other's minds, weapons and project psionic force. Those who follow the Way of Psi Ki might be members of a religious order or a specific academy. Without much time for the needy, these Monks will suffer under the tutelage of Psionic Masters; showing only unquestioning obedience, they are dedicated to wielding the mind’s power to its greatest extent.
Psi Ki Arts
3rd-level Psi Ki Arts:
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components. Additionally, you gain the Friends and Mind Sliver cantrips if you don’t already know it.
3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind.When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your unarmed strikes or weapons with psionic force for a given period of time. You can spend one (or more) Ki point and immediately after you hit a target with a melee attack, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage). One Ki point spent equals a 1 minute duration, increases by one minute per Ki point spent.
Psi Ki Force Movement. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself (you need to spend one Ki point for small, two for medium and three for large). If it is a Tiny object, you can move it without spending a Ki point, but the contested rules below still apply.
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the creature is unwilling (or the objected is contested via strength, magical holding or something similar), you will need to make a wisdom DC check against the target's strength or wisdom (their choice) or spell DC that binds it.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
You gain the ability to use two Ki points to cast Mirror Image to confuse your opponents and Mind Spike to reach into other's minds to track and keep targets from getting away from you, without providing material components.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Leap. You can spend two Ki points to propel your body with your mind. Like Step of the Wind you gain the ability to augment movement, this however allows the augmentation to your jumping distance equal to twice your walking speed. You must activate Step of the Wind to use your this leap, but you can choose whether you leap before or after you use Step of the Wind's extra movement.
Since this propulsion is of the mind, you do not require movement before you leap.
This leap cannot be augmented by special movement abilities like Feline Agility or a leaping spell.
Psi Ki Mind Trick
11th-level Psi Ki Arts:
Through meditation and use of your Psi Ki, you mind has strengthened. You gain resistance to psychic damage. Your arts now allow you to hold creatures other than humanoids, and change a target's memories. As an action, you can now spend 2 ki points to cast Hold Monster and Modify Memory, without providing material components.
11th-level Psi Ki Features:
You can install doubt and visual confusion within the minds of a select number of minds.
As an action, you can choose one of the below affects, but you can apply it to any amount of targets you choose. You can spend one Ki point to target an individual mind, you can choose to spend Ki points up to your wisdom modifier to target more minds. Targets are affected until the end of their next round. Targets must have what would be considered a brain, or nervous system that acts as a brain. Targets can make a wisdom save in order resist the mind tricks.
Mind Trick allows for the choice of one of the following:
Install doubt - target has disadvantage on all ability checks
Mental Sloth - target has disadvantage all saving throws
Mind Blur - attack actions are rolled at disadvantage
Silenced Mind - target cannot speak or make verbal commands
Scattered Mind - target has disadvantage when making concentration checks
Shimmering Soul
17th-level Psi Ki Arts:
Your Psi Ki now allows you to use Mass Suggestion, you can use this once per long rest.
17th-level Psi Ki features:
You can spend 5 Ki points as a reaction, you can focus and change the frequency of your existence. You can change the form of your body, essentially blurring it to visual creatures, avoiding all damage and magical effects. When you use this reaction, you act has if you have casted the Blur on yourself. Due to using your Psi Ki, you cast this with no spell components, the spell does not use concentration, and lasts for 1 minute.
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V
DURATION
Concentration 1 Minute
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Deception (...)
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
I like the idea of a monk whose training lets them unlock psionic powers. Ki is all about improving the physical abilities of the monk and it'd be cool to transfer that to their mental capacity as well. For a name, consider how the flow of ki would unlock psionic powers. What kind of training would the monk have to go through? Such questions can help you.
So in order to give feedback on this, I have to start out with the following: monks are weird. Mechanically, it is very difficult to compare homebrew to official monk classes. There's a huge power difference between subclasses, which means it is difficult to judge what to balance it against.
To illustrate, let's look at your third level feature: Psi Ki Arts. On the one hand you learn a number of spells you can cast for 2 ki points. This seems similar to the 4 elements monk, but one key difference is that the 4 elements monk uses a fairly consistent calculation of spell level + 1 ki points per spell. Command is a first level spell, Suggestion is a second level spell. They cost the same level of ki points.
However, 4 elements monk is also terrible and the higher levels you go to the worse some of their spells become because a lot of them focus on damage but the damage doesn't scale with ki while increasing your DEX, WIS (for when you hit and wanna stun) and potentially magic items do help out your flurry of blows, they also cost an action so Extra Attack further devalues that. Having this high of a cost is a problem. Command and Suggestion never suffer this scaling problem because they don't compete with the Attack action or Flurry of Blows. So one of the things that makes 4 elements suck, diminishing returns, doesn't suck on your subclass. Therefore, it might be worth it to follow their spell level + 1 ki points per spell formula, even if that's one of the things that makes 4 elements monk bad.
Yeah. Welcome to ******* monks.
Either how, let me run this down one by one to the best of my ability. I'm going to be a bit harsh at points. This is nothing a personal, but there are a few aspects that really need a second look. I'm only going to be pointing out issues and I'm not going to suggest fixes. My reasons for this are 1.) monks are weird and I can't in good concious suggest something that I haven't done the legwork for and 2.) I don't want to decide for you what this subclass should be focused on, as this is your creation and fantasy, not mine.
3rd-level Psi Ki Arts:
So I touched upon the ki cost consistency above, but also consider the sheer number of spells you get for free. This is a lot. 2 cantrips, 1 first level spell, 3 2nd level spells. Level 3 is where full casters get their 2nd level spell slots. If we compare it to a sorcerer, the full caster with the fewest spells known/prepared, they have 4 spells accessible at this level. In other words: you compete with a full caster while being a martial. Rangers, save the subclass spells, have 3 spells known from their base class at this level. Some of them get 2 more from their subclass, but rangers also don't have 2nd level spells until level 5 nor do they have access to cantrips unless they dedicate a fighting style to it.
Psi Ki Mind.
I think this is a really cool feature. Keep in mind that you can use feats or multiclass to get expertise in stuff like perception or insight, on top of which you now add a +3 to +5. Considering the monk's so MAD, this isn't a huge deal because they won't have stuff like say, a good deception check to follow up the successful insight, but it is something your monk is now really good at.
Psi Ki Force Strikes.
+3 damage when you have a bonus action attack. You're basically doing the duelling polearm master trick but better. Sure it costs ki, but as I mentioned earlier, monks don't need help to keep up with DPR in the early levels. This is probably too powerful because it doesn't cut into your action economy to activate and lasts an entire minute. You lose out a flurry of blows attack, sure but that's a 1d4+DEX at this level. Assuming you have 16 DEX and 16 WIS, that one Flurry of Blows attack versus your single bonus attack means that your attacks themselves deal 1d4+3 (5.5) damage less. With a +3 on both attacks, however, that's a gain during the round you activate it and beyond.
So what I'm trying to get at is that this is a disproportionally powerful feature for this level. Monks actually keep up really well DPR wise in the early game, they don't need that level of help here.
Psi Ki Force Movement.
This is worded in a way that is incredibly confusing. I honestly recommend saving yourself the trouble and just make creatures take Strength save DC's versus your monk save DC or something. Accessibility is an important part of design, especially in 5e.
A word on options & mechanical identity
This is an immensely powerful and versatile level. Features like Ki Mind and Ki Arts sound super cool in isolation, but adding that to known spells and pushing people around and a damage buff is just too much. I suggest you pick 2 of all these things the monk can do and focus on those.
The second reason to focus on fewer options is a class' mechanical identity. From what I'm reading, a lot of this is informed by "what is all the cool shit can psionics do" rather than "what does this character contribute to the party on an adventure." Now, not all official subclasses are good at this either, but generally picking one or two things you want to be really good at is the way to go. A swashbuckler rogue gets really good at engaging in combat on their own turns reliably and picks up a little charming. An assassin gets better at the first round of combat and infiltration. This is a good rule to keep in mind as it leads to a more focused and coherent design and identity.
Psi Ki Scholar
I like the 1d4 ki points per day. Good feature.
Remember that Mirror Image's effectiveness isn't subject to scaling. Mind Spike's is.
The leap isn't crazy overpowered or anything, but consider the context you're placing it in. You're a monk so your mobility is already through the roof, meaning it is usually overkill. For the times when it isn't, though, you're propelling yourself into the backlines and focusing down a spellcaster while ignoring any and all enemy positioning. This can technically be dealt with by a competent DM, but it can be really annoying to design encounters around.
Psi Ki Mind Trick
No. Absolutely not. 2 ki points for hold monster at 11th level while you have martial capabilities? Access to 5th level spells 6 levels before the paladin and ranger do? Disadvantage on all saving throws when you could be in a party with multiple spellcasters? I get that the monk needs to get something from their subclass, but this feature is out of the gate broken.
Also there's no concentration checks, just concentration saves.
Shimmering Soul
6th level spell for 2 ki points is no bueno. Mass Suggestion is an immensely powerful spell and half-casters like rangers and paladins only just got their 5th level slots. The blur on a reaction needs better wording, but honestly it is kind of whatever. It feels like an afterthought. Echoing myself: I strongly suggest you focus on what you want this monk to do and what fantasy you want it to fulfil, rather than just adding a spell and a psionics feature every time because you feel like you have to. Consistency is something you can work on after figuring out the identity.
Lastly: style guide
A lot of this is written in a very confusing manner. I suggest looking at how subclasses and features are worded in official material and try to write in line with that. Accessibility is key when making other people want to use and play with your material, so it is in everyone's best interest that features are written as easy to understand and use as possible.
Anyway, I hope that helps. Good luck with the development.
Cool thanks, all noted, see below for some of my reasoning and or counters. Note that that counters are really there for thought, as this is still a work in progress.
3rd-level Psi Ki Arts:
So I touched upon the ki cost consistency above, but also consider the sheer number of spells you get for free. This is a lot. 2 cantrips, 1 first level spell, 3 2nd level spells. Level 3 is where full casters get their 2nd level spell slots.
Noted, but keep in mind I modeled this off of Shadow Arts. Darkness, Pass without Trace, Silence and Darkvision are all 2nd level, and then they get Minor Illusion. I am only giving one more cantrip, so in reality I am just a little above an official subclass. Remember, that in early levels, Ki points are limited...you will probably only be able to cast one of these per encounter, as you will still prob be using you other skills and the other Psi Ki arts.
Maybe I can drop one cantrip to equalize it, but the addition of friends is 100% staying hehe.
Psi Ki Force Strikes.
+3 damage when you have a bonus action attack. You're basically doing the duelling polearm master trick but better. Sure it costs ki, but as I mentioned earlier, monks don't need help to keep up with DPR in the early levels. This is probably too powerful because it doesn't cut into your action economy to activate and lasts an entire minute. You lose out a flurry of blows attack, sure but that's a 1d4+DEX at this level. Assuming you have 16 DEX and 16 WIS, that one Flurry of Blows attack versus your single bonus attack means that your attacks themselves deal 1d4+3 (5.5) damage less. With a +3 on both attacks, however, that's a gain during the round you activate it and beyond.
So what I'm trying to get at is that this is a disproportionally powerful feature for this level. Monks actually keep up really well DPR wise in the early game, they don't need that level of help here.
Outside of it not being limited to dice rolls, rather time, it is shaping up to mirror Psi Warrior and Soulknife. Psionic Strike can be used on all attacks. Though limited by dice, it does much more damage as the die plus you int modifier. This Monk ability is to be longer sustained damage, as the Warriors, can either be used sparingly, or in a major, one turn action surge, dual wielding dice dump for great damage. Most importantly, this subclass is more mirrored on the Psi Warrior, and the damage skills open up at level 3, which I find more appropriate for a melee based character, as opposed to level 9 when the Soulknife gets their strike ability.
Outside of tweaks, balance and updates, this will stay.
Psi Ki Force Movement.
This is worded in a way that is incredibly confusing. I honestly recommend saving yourself the trouble and just make creatures take Strength save DC's versus your monk save DC or something. Accessibility is an important part of design, especially in 5e.
Yup, needs clarity. But I am flopping on a contested wills DC or Str atm.
Psi Ki Mind Trick
No. Absolutely not. 2 ki points for hold monster at 11th level while you have martial capabilities?
Not sure if having martial capabilities should be a reason for not getting something. I can see 11 being a little early for this, and that is part of my questions yes... "if" I keep it, it might be a 4 Ki point thing.
Shimmering Soul
6th level spell for 2 ki points is no bueno. Mass Suggestion is an immensely powerful spell and half-casters like rangers and paladins only just got their 5th level slots. The blur on a reaction needs better wording, but honestly it is kind of whatever. It feels like an afterthought. Echoing myself: I strongly suggest you focus on what you want this monk to do and what fantasy you want it to fulfil, rather than just adding a spell and a psionics feature every time because you feel like you have to. Consistency is something you can work on after figuring out the identity.
As I mentioned above, this will prob be more Ki points when I balance things out...this might be removed completely. Blur is 100% part of this class, and would stay well before Mass Suggestion would. It is meant to be a mental power, it is just not added because I had to, that makes no sense eh, I do not have a gun to my head here right...I think.../looks around... The Blur is meant to be a mental confusion, not a magical blur of the body, and maybe turning it into my own action would be better. Blur, as a spell functions and has restrictions exactly how I want it to work, hence why I used it. Basically, the Psi Monk here can blur their image to others minds, it is a mental incursion/illusion.
Final Notes:
Mind Trick is going to be reworked...I need it to be more mind trickery ???
Mass Suggestion as much as it works for a mind trick type ability maybe out, and that might were I might move Hold Monster too...or I may be adding an power upgrade to Psi Ki Force Movement, in which you can hold creatures as well as move them...which then will use the contested rules...prob at level 11...
I admit looked over shadow monk, as I saw the other spells my mind defaulted to 4 elements. Monks are weird electric boogaloo. That does make more sense from a consistency standpoint at this level than I originally thought, but keep in mind most of the shadow monk's spells are centred around utility and sneaking (silence and darkness are situationally useful to cast in combat, but outside of devil's sight shenanigans I wouldn't call them game changers). Suggestion on the other hand, can end both combat and social encounters by itself. Hold Person auto-crits and gives advantage (humanoids are plenty common these levels).
Psi fighter is miles ahead of basically everyone else at this level in terms of DPR, save for stuff like feat or hexadin abuse. I don't think they're a good comparison because of that. However even if we take the psi fighter as a comparison, psi fighter doesn't inflict paralysis or tell someone to go for a hike and eliminate them from combat in a single wisdom save, nor can it reduce saving throws for free with mind sliver (intelligence saves are trash at this level). Also, ki resets on a short rest, at level 4 you can cast just as many spells as a warlock.
Having more options, even at an opportunity cost, is part of your power budget. Wizards have most options of all casters, which is subsequently why they have lower hit dice than everything (but sorcerers) and no armor proficiencies.
Martials can function without resources, that's why it matters you're giving certain spells to a martial. Even if monk is considered the worst martial, a monk without ki is a better character than a caster without spell slots. This is why paladin and ranger, despite being able to cast, only have half progression. They have their martial abilities to back them up.
Yes, holding something in place is quite OP in general...regardless of who is using it.
Psi Warriors also get all the rest of he cool Warrior stuff though, and with action surge, and 8 attacks, more if dual wielding, with Psi dice they can simply out fight the monk. Plus they can put up psi shield on themself or others, push prone, provide half cover (this is fricken awesome as far as I am concerned), very late they get Telekinesis, and they get to make one attack as a bonus when using this spell...that is amazing. Remember...if the Monk chooses to do the things you mentioned, its Psi Spells, that is its action, no damage, no stun...no "dope monk shit". I am not sure if providing some control spells here, does anything else other than fill in where lack of a spell caster can.
Do not get me started on Warlock spell slots, there are already threads and videos on it heheh!
Though, what I have done here can be done multiclassing, it is sort of how I started figuring out what I should add actually. Only sacrificing some of the more useless later things monks get, well maybe not useless, but definitely unmissed. I WISH, I could remove "class features" to balance this out, but alas we cannot touch class features.
Have you ever tried a Shadow Monk, Gloomstalker and Twilight cleric build...seriously...DM's worst nightmare...well in the dark and dim light.
I am making changes as we exchange here, but I am still stuck on the Mind Trick feature atm...
If that approach works for you and your games, go for it. I'm not on board myself for reasons stated earlier, but regardless I do hope it works out and wish you luck.
Just as an FYI, after studying the Psi Warrior more, I am going to work in a restriction on the Hold line of spells to work like Telekinesis for the Psi Warrior. In rounds after the initial casting action, if concentrating on a Hold person spell, one can only choose to use a bonus action, which can use a Ki point ability like step or the wind etc. Basically you cannot use your full action attacks, nor any of your other Psi abilities that would break concentration...so leap requires too much focus to use etc...which in reality makes sense. If you have already buffed yourself up with Psi Strikes, that is fine, as it is time based Etc.
Thanks for the feedback. Just so you know, I am re-making a world I did many decades ago, and I want it to come with 1-2 new subclasses per class. We used the original AD&D at the time, and then some of the later versions, and we made all sorts of cool... what we would call homebrewing now. I definitely am not a person to be locked in by other's rules or sensibilities. Some of the most fun we ever had was with sort-of hybrid classes we made back in the day...and it was strongly influenced by the Marvel Roleplaying game's freedom...which eventually became our main RP game...due to its freedom of choice in character creation. We and/or I rolled stats, no video game BS stat buy/array crap...this also makes multiclassing much easier and we had multiple ways you could choose to role the die for your character too. I never let people get hung up on stats or things that will hinder their ability to have fun, and most importantly roleplay.
What I am trying to say is, if my world ever gets done, it will workout, because it is about fun, storytelling and roleplaying :). I will balance it the best I can, but I can picture this mentalist in action...it will be fun.
One thing I'd look into is tying these features a little more into the monk class. Look at how the Way of Mercy enhances FoB instead of competing with it for a bonus action, or how Way of the Ascendant Dragon enhances Step of the Wind. I think a feature like Psi Ki Augmented Leap reads a lot more naturally if it's something like, "when you use Step of the Wind, you can spend one additional ki point to increase your jump distance to... etc." In the same vein, it might help the subclass feel more monk-ish if Psi Ki Force Strikes were also rolled into FoB, or at least limited to unarmed strikes.
I just feel like monk in particular has its identity baked into its early features, and subclasses that don't work to preserve those features and put a unique spin on them end up kind of diluting that identity.
Also just FYI, doubt is typically instilled, not installed.
Changes are coming, the strikes are going to work like force smites, and rather than sustained damage it will be more burst like, but for much more Ki point cost. I like the idea of limiting it too Flurry, as I was trying to balance it as your post popped up...which was good timing imo. I may limit it to fists, but I would have to ask...why can the hand and mind not channel through a monk weapons to provide that psionic force? I think this class could do that, so I think the only limitation will be Ki points spent and Flurry...
EDIT: I may then open the force strike up to the monk on regular attacks a level 11...maybe...
Okies...3rd and 6th levels stuffs getting nailed down...simplified certain things, took out a cantrip, added concentration restrictions and tied Psi Strikes to Flurry of Blow. I did untie the Psi Leap from Sotw...as I now linked it to the mind's ability to augment your physical strength instead, made it a bit more tied to actually jumping. Note: I may turn the augmented leap, to using the mind to augment any form of movement like swimming too...
Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you gain the ability to cast the Friends cantrip, if you don’t already know it. Additionally you can spend 2 Ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components.
Note: while using a spell that requires concentration, you can only use your reactions, bonus actions. Full attack actions and using your Psi Ki mental abilities will break concentration.
3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind.When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your Flurry of Blows with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage). You can spend 3 additional Ki points to add even more force.
For each additional 3 Ki points spent, you can add damage equal to your wisdom modifier again.
Psi Ki Force Movement. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself
You need to spend oneKi point for small, two for medium and three for large.
If it is a Tiny object, you can move it without spending a Ki point, but the contested rules below still apply.
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the target or creature is unwilling/contesting via physical strength, resisted by an items strength make up (such as a chain), or bound by magic you will need to make a wisdom DC check against the target's opposing strength or spell DC.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
You gain the ability to use 2 Ki points to cast Mind Spike to reach into other's minds to track and keep targets from getting away from you, without providing material components.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Leap. You can spend 2 Ki points to propel your body with great force via your mind. You can jump a distance equal to your strength modifier, multiplied by the Ki points spent.
Since this propulsion is of the mind, you do not require movement before you leap.
You can leap the same distance in any direction.
The leaping distance is your strength multiplied by Ki points spent (minimum of 2 spent) - 3 Ki points would equal 3x your strength in leaping distance etc.
This leap cannot be augmented by the leaping spell.
Monks of the Way of Psi Ki learn to tap into their mind, and augment their psyche into their Ki. They use Psi Ki to manipulate their minds, other's minds, weapons and project psionic force. Those who follow the Way of Psi Ki might be members of a religious order or a specific academy. Without much time for the needy, these Monks will suffer under the tutelage of Psionic Masters; showing only unquestioning obedience, they are dedicated to wielding the mind’s power to its greatest extent.
Psi Ki Arts
3rd-level Psi Ki Arts:
Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you gain the ability to cast the Friends cantrip, if you don’t already know it. Additionally you can spend 2 Ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components.
Note: while using a spell that requires concentration, you can only use your reactions, bonus actions. Full attack actions and using your Psi Ki mental abilities will break concentration. restriction removed
3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind.When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your Flurry of Blows with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage). You can spend 3 additional Ki points to add even more force.
For each additional 3 Ki points spent, you can add damage equal to your wisdom modifier again.
Psi Ki Telekinesis. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself
You need to spend oneKi point for small, two for medium and three for large.
If it is a Tiny object, you can move it without spending a Ki point, but the contested rules below still apply.
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the target or creature is unwilling/contesting via physical strength, resisted by an items strength make up (such as a chain), or bound by magic you will need to make a wisdom DC check against the target's opposing strength or spell DC.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
You gain the ability to use 2 Ki points to cast Mind Spike to reach into other's minds to track and keep targets from getting away from you, without providing material components.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Movement. You can spend 2 Ki points to propel your body with great force via your mind. You can jump once, a distance equal to your strength modifier, multiplied by the Ki points spent. When you use the 2 Ki points to augment your jump distance, you also negate climbing or swimming speed penalties until the end of your turn, you can now climb or swim equal to your regular movement speed. Since this propulsion is of the mind, you do not require movement before you leap.
You can leap the same distance in any direction.
The leaping distance is your strength multiplied by Ki points spent (minimum of 2 spent) - 3 Ki points would equal 3x your strength in leaping distance.
This leap cannot be augmented by the leaping spell.
Advanced Psi Ki
11th-level Psi Ki Arts:
Through meditation and use of your Psi Ki, you mind has strengthened. You gain resistance to psychic damage. Your arts now allow you to hold creatures other than humanoids, and change a target's memories. As an action, you can now spend 4 Ki points to cast Modify Memory, without providing material components.
11th-level Psi Ki Features:
Advanced Psi Ki Force Strikes. You can now channel your Ki to propel your all your unarmed attacks with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage). You can spend 3 additional Ki points to add even more force.
For each additional 3 Ki points spent, you can add damage equal to your wisdom modifier again.
Shimmering Soul
17th-level Psi Ki Arts:
Your Psi Ki now allows you to use Hold Monster. You must spend 6 Ki points and it requires no spell components. You can use this once per long rest.
17th-level Psi Ki features:
Removing this and giving it as a spell to level 11...new capstone feature coming...
You can spend 4 Ki points as a reaction, you can focus and change the frequency of your existence to another's mind. You can change how the form of your body is perceived, essentially blurring it to visual creatures, assisting to avoid damage and magical effects. When you use this reaction, you act has if you have casted the Blur on yourself. Due to using your Psi Ki, you cast this with no spell components, the spell does not use concentration, and lasts for 1 minute.
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V
DURATION
Concentration 1 Minute
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Deception (...)
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Updates coming, especially after watching Treantmonk's review of Monk subclasses today...yet again someone who is on my page regarding Monks in general.
Still suffers from mass Ki usage, but I think with my Ki recovery die...this is looking pretty, pretty...good?
----------------------------------------------
Psi Ki Arts
3rd-level Psi Ki Arts:
Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you gain the ability to cast the Friends cantrip, if you don’t already know it. Additionally you can spend 2 Ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components.
3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind.When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your Flurry of Blows with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage).
Psi Ki Telekinesis. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself
You need to spend oneKi point for small, two for medium and three for large.
If it is a Tiny object, you can move it without spending a Ki point, but the contested rules below still apply.
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the target or creature is unwilling/contesting via physical strength, resisted by an items strength make up (such as a chain), or bound by magic you will need to make a wisdom DC check against the target's opposing strength or spell DC.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
You gain the ability to use 2 Ki points to cast Mind Spike to reach into other's minds to track and keep targets from getting away from you, without providing material components.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Movement. You can spend 2 Ki points to propel your body with great force via your mind. You can jump once, a distance equal to your strength modifier, multiplied by the Ki points spent. When you use the 2 Ki points to augment your jump distance, you also negate climbing or swimming speed penalties until the end of your turn, you can now climb or swim equal to your regular movement speed.
Since this propulsion is of the mind, you do not require movement before you leap.
You can leap the same distance in any direction.
The leaping distance is your strength multiplied by Ki points spent (minimum of 2 spent) - 3 Ki points would equal 3x your strength in leaping distance.
This leap cannot be augmented by the leaping spell.
Advanced Psi Ki
11th-level Psi Ki Arts:
Through meditation and use of your Psi Ki, you mind has strengthened. You gain resistance to psychic damage. Your arts now allow change the visual frequency of your form, providing extra avoidance and the ability to change a target's memories. As an action, you can now spend 2 Ki points to cast Blur and Modify Memory, without providing material components.
11th-level Psi Ki Features:
Advanced Psi Ki Force Strikes. You can now channel your Ki to propel your all your unarmed attacks with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage).
Flurry of Force
17th-level Psi Ki Arts:
Your Psi Ki now allows you to use Hold Monster. You must spend 6 Ki points and it requires no spell components. You can use this once per long rest.
17th-level Psi Ki features:
With great focus, you can use your mental and psionic focus to add additional force damage, and follow up your Flurry with Psi Ki Telekinesis.
Psi Ki Force Burst. You can now add addition force damage equal to your 1d10 martial arts die to any successful strike of your choice (one extra die per strike). You must spend 1 Ki points per strike you choose to add damage too.
If one or more of your Flurry of Blows lands, and 1 Ki points has been spent to successfully add force damage, you can activate your Psi Ki Telekinesis.
At the end of your attacks, and at no action cost, you can choose to manipulate your target under the rules provided for Psi Ki Telekinesis.
I think you've made some solid improvements. I especially appreciate the change to Force Strike (makes it a lot more manageable at early levels) and the way higher level spells are handled. Putting Blur on 11th level rather than the capstone feels a lot better also.
I think you've made some solid improvements. I especially appreciate the change to Force Strike (makes it a lot more manageable at early levels) and the way higher level spells are handled. Putting Blur on 11th level rather than the capstone feels a lot better also.
I figured blur would be more useful around those levels too.
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Hey all,
Working on another subclass for my complete world build.
I like Psionic subclasses out there, but the first thing I thought was, why is there no Psi subclass for a Monk? If there was a class that would be a mental, focused force magic using class, it would be a Monk...forsure!
So, i have made a Way of the Psi Ki...Psyche...get it...yup I am lame...
Notes:
I am still working on the 17th level ability, I may just change that to a sort of body blur like ability...DONE--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Monks of the Way of Psi Ki learn to tap into their mind, and augment their psyche into their Ki. They use Psi Ki to manipulate their minds, other's minds, weapons and project psionic force. Those who follow the Way of Psi Ki might be members of a religious order or a specific academy. Without much time for the needy, these Monks will suffer under the tutelage of Psionic Masters; showing only unquestioning obedience, they are dedicated to wielding the mind’s power to its greatest extent.
Psi Ki Arts
3rd-level Psi Ki Arts:
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components. Additionally, you gain the Friends and Mind Sliver cantrips if you don’t already know it.
3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind. When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your unarmed strikes or weapons with psionic force for a given period of time. You can spend one (or more) Ki point and immediately after you hit a target with a melee attack, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage). One Ki point spent equals a 1 minute duration, increases by one minute per Ki point spent.
Psi Ki Force Movement. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself (you need to spend one Ki point for small, two for medium and three for large). If it is a Tiny object, you can move it without spending a Ki point, but the contested rules below still apply.
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the creature is unwilling (or the objected is contested via strength, magical holding or something similar), you will need to make a wisdom DC check against the target's strength or wisdom (their choice) or spell DC that binds it.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Leap. You can spend two Ki points to propel your body with your mind. Like Step of the Wind you gain the ability to augment movement, this however allows the augmentation to your jumping distance equal to twice your walking speed. You must activate Step of the Wind to use your this leap, but you can choose whether you leap before or after you use Step of the Wind's extra movement.
Psi Ki Weapon Manifested. As a full action, you can spend one Ki point to concentrate and manifest a magical Psi Ki weapon. This weapon is a manifestation of the mind, pulsating energy, it can be made in any form the Monk sees fit: emulating a staff, a club, short blades, a longer two handed blade, or even giant spikes emerging off the monks fists etc. The mind can even manifest two weapons if dual wielding is a preferred fighting style (each weapon will required 1 Ki point spent).It
will take concentration to keep the Psi Ki weapon manifested (this will require standard concentration checks as per spell casting).The Psi Ki Weapons will deal force damage equal to 2d6 + your wisdom modifier.Psi Ki Weapons will also use your wisdom modifier to hit instead of dex/str.Psi Ki weapons have almost no weight and can act as a finesse weaponNo feats or imbuements can be added to the damage as per a normal weapons.Your bonus damage from Psi Ki Force Strikes can be added to the manifested weapons.The Psi Ki weapons have thrown properties up to 30 feet and will return to the monks hands after a hit or miss.Psi Ki Mind Trick
11th-level Psi Ki Arts:
Through meditation and use of your Psi Ki, you mind has strengthened. You gain resistance to psychic damage. Your arts now allow to you hold creatures other than humanoids, and change a target's memories. As an action, you can now spend 2 ki points to cast Hold Monster and Modify Memory, without providing material components.
11th-level Psi Ki Features:
You can install doubt and visual confusion within the minds of a select number of minds.
As a bonus action, you can choose one of the below affects, but you can apply it to any amount of targets you choose. You can spend one Ki point to target an individual mind, you can choose to spend Ki points up to your wisdom modifier to target more minds. Targets are affected until the end of their next round. Targets must have what would be considered a brain, or nervous system that acts as a brain. Targets can make a wisdom save in order resist the mind tricks.
Mind Trick allows for the choice of one of the following:
Psi Ki Soul
17th-level Psi Ki Arts:
Your Psi Ki now allows you to use Mass Suggestion, you can use this once per long rest.
17th-level Psi Ki features:
You can spend 5 Ki points as a reaction, you can focus and change the frequency of your existence. You can change the form of your body, essentially blurring it to visual creatures, avoiding all damage and magical effects. When you use this reaction, you act has if you have casted the Blur on yourself. Due to using your Psi Ki, you cast this with no spell components, the spell does not use concentration, and lasts for 1 minute.
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
EDIT: changed level 17 skill to blur from ethereal step.
Prob gonna remove the Psi Ki weapon, as much as I love it, it is a bit much and I might make a variant subclass of this that focuses on the weapon exclusively.
Ok updated...starting to get it nailed down.
--------------------------------------------------
Monks of the Way of Psi Ki learn to tap into their mind, and augment their psyche into their Ki. They use Psi Ki to manipulate their minds, other's minds, weapons and project psionic force. Those who follow the Way of Psi Ki might be members of a religious order or a specific academy. Without much time for the needy, these Monks will suffer under the tutelage of Psionic Masters; showing only unquestioning obedience, they are dedicated to wielding the mind’s power to its greatest extent.
Psi Ki Arts
3rd-level Psi Ki Arts:
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components. Additionally, you gain the Friends and Mind Sliver cantrips if you don’t already know it.
3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind. When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your unarmed strikes or weapons with psionic force for a given period of time. You can spend one (or more) Ki point and immediately after you hit a target with a melee attack, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage). One Ki point spent equals a 1 minute duration, increases by one minute per Ki point spent.
Psi Ki Force Movement. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself (you need to spend one Ki point for small, two for medium and three for large). If it is a Tiny object, you can move it without spending a Ki point, but the contested rules below still apply.
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the creature is unwilling (or the objected is contested via strength, magical holding or something similar), you will need to make a wisdom DC check against the target's strength or wisdom (their choice) or spell DC that binds it.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
You gain the ability to use two Ki points to cast Mirror Image to confuse your opponents and Mind Spike to reach into other's minds to track and keep targets from getting away from you, without providing material components.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Leap. You can spend two Ki points to propel your body with your mind. Like Step of the Wind you gain the ability to augment movement, this however allows the augmentation to your jumping distance equal to twice your walking speed. You must activate Step of the Wind to use your this leap, but you can choose whether you leap before or after you use Step of the Wind's extra movement.
Psi Ki Mind Trick
11th-level Psi Ki Arts:
Through meditation and use of your Psi Ki, you mind has strengthened. You gain resistance to psychic damage. Your arts now allow you to hold creatures other than humanoids, and change a target's memories. As an action, you can now spend 2 ki points to cast Hold Monster and Modify Memory, without providing material components.
11th-level Psi Ki Features:
You can install doubt and visual confusion within the minds of a select number of minds.
As an action, you can choose one of the below affects, but you can apply it to any amount of targets you choose. You can spend one Ki point to target an individual mind, you can choose to spend Ki points up to your wisdom modifier to target more minds. Targets are affected until the end of their next round. Targets must have what would be considered a brain, or nervous system that acts as a brain. Targets can make a wisdom save in order resist the mind tricks.
Mind Trick allows for the choice of one of the following:
Shimmering Soul
17th-level Psi Ki Arts:
Your Psi Ki now allows you to use Mass Suggestion, you can use this once per long rest.
17th-level Psi Ki features:
You can spend 5 Ki points as a reaction, you can focus and change the frequency of your existence. You can change the form of your body, essentially blurring it to visual creatures, avoiding all damage and magical effects. When you use this reaction, you act has if you have casted the Blur on yourself. Due to using your Psi Ki, you cast this with no spell components, the spell does not use concentration, and lasts for 1 minute.
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
I like the idea of a monk whose training lets them unlock psionic powers. Ki is all about improving the physical abilities of the monk and it'd be cool to transfer that to their mental capacity as well. For a name, consider how the flow of ki would unlock psionic powers. What kind of training would the monk have to go through? Such questions can help you.
So in order to give feedback on this, I have to start out with the following: monks are weird. Mechanically, it is very difficult to compare homebrew to official monk classes. There's a huge power difference between subclasses, which means it is difficult to judge what to balance it against.
To illustrate, let's look at your third level feature: Psi Ki Arts. On the one hand you learn a number of spells you can cast for 2 ki points. This seems similar to the 4 elements monk, but one key difference is that the 4 elements monk uses a fairly consistent calculation of spell level + 1 ki points per spell. Command is a first level spell, Suggestion is a second level spell. They cost the same level of ki points.
However, 4 elements monk is also terrible and the higher levels you go to the worse some of their spells become because a lot of them focus on damage but the damage doesn't scale with ki while increasing your DEX, WIS (for when you hit and wanna stun) and potentially magic items do help out your flurry of blows, they also cost an action so Extra Attack further devalues that. Having this high of a cost is a problem. Command and Suggestion never suffer this scaling problem because they don't compete with the Attack action or Flurry of Blows. So one of the things that makes 4 elements suck, diminishing returns, doesn't suck on your subclass. Therefore, it might be worth it to follow their spell level + 1 ki points per spell formula, even if that's one of the things that makes 4 elements monk bad.
Yeah. Welcome to ******* monks.
Either how, let me run this down one by one to the best of my ability. I'm going to be a bit harsh at points. This is nothing a personal, but there are a few aspects that really need a second look. I'm only going to be pointing out issues and I'm not going to suggest fixes. My reasons for this are 1.) monks are weird and I can't in good concious suggest something that I haven't done the legwork for and 2.) I don't want to decide for you what this subclass should be focused on, as this is your creation and fantasy, not mine.
3rd-level Psi Ki Arts:
So I touched upon the ki cost consistency above, but also consider the sheer number of spells you get for free. This is a lot. 2 cantrips, 1 first level spell, 3 2nd level spells. Level 3 is where full casters get their 2nd level spell slots. If we compare it to a sorcerer, the full caster with the fewest spells known/prepared, they have 4 spells accessible at this level. In other words: you compete with a full caster while being a martial. Rangers, save the subclass spells, have 3 spells known from their base class at this level. Some of them get 2 more from their subclass, but rangers also don't have 2nd level spells until level 5 nor do they have access to cantrips unless they dedicate a fighting style to it.
Psi Ki Mind.
I think this is a really cool feature. Keep in mind that you can use feats or multiclass to get expertise in stuff like perception or insight, on top of which you now add a +3 to +5. Considering the monk's so MAD, this isn't a huge deal because they won't have stuff like say, a good deception check to follow up the successful insight, but it is something your monk is now really good at.
Psi Ki Force Strikes.
+3 damage when you have a bonus action attack. You're basically doing the duelling polearm master trick but better. Sure it costs ki, but as I mentioned earlier, monks don't need help to keep up with DPR in the early levels. This is probably too powerful because it doesn't cut into your action economy to activate and lasts an entire minute. You lose out a flurry of blows attack, sure but that's a 1d4+DEX at this level. Assuming you have 16 DEX and 16 WIS, that one Flurry of Blows attack versus your single bonus attack means that your attacks themselves deal 1d4+3 (5.5) damage less. With a +3 on both attacks, however, that's a gain during the round you activate it and beyond.
So what I'm trying to get at is that this is a disproportionally powerful feature for this level. Monks actually keep up really well DPR wise in the early game, they don't need that level of help here.
Psi Ki Force Movement.
This is worded in a way that is incredibly confusing. I honestly recommend saving yourself the trouble and just make creatures take Strength save DC's versus your monk save DC or something. Accessibility is an important part of design, especially in 5e.
A word on options & mechanical identity
This is an immensely powerful and versatile level. Features like Ki Mind and Ki Arts sound super cool in isolation, but adding that to known spells and pushing people around and a damage buff is just too much. I suggest you pick 2 of all these things the monk can do and focus on those.
The second reason to focus on fewer options is a class' mechanical identity. From what I'm reading, a lot of this is informed by "what is all the cool shit can psionics do" rather than "what does this character contribute to the party on an adventure." Now, not all official subclasses are good at this either, but generally picking one or two things you want to be really good at is the way to go. A swashbuckler rogue gets really good at engaging in combat on their own turns reliably and picks up a little charming. An assassin gets better at the first round of combat and infiltration. This is a good rule to keep in mind as it leads to a more focused and coherent design and identity.
Psi Ki Scholar
I like the 1d4 ki points per day. Good feature.
Remember that Mirror Image's effectiveness isn't subject to scaling. Mind Spike's is.
The leap isn't crazy overpowered or anything, but consider the context you're placing it in. You're a monk so your mobility is already through the roof, meaning it is usually overkill. For the times when it isn't, though, you're propelling yourself into the backlines and focusing down a spellcaster while ignoring any and all enemy positioning. This can technically be dealt with by a competent DM, but it can be really annoying to design encounters around.
Psi Ki Mind Trick
No. Absolutely not. 2 ki points for hold monster at 11th level while you have martial capabilities? Access to 5th level spells 6 levels before the paladin and ranger do? Disadvantage on all saving throws when you could be in a party with multiple spellcasters? I get that the monk needs to get something from their subclass, but this feature is out of the gate broken.
Also there's no concentration checks, just concentration saves.
Shimmering Soul
6th level spell for 2 ki points is no bueno. Mass Suggestion is an immensely powerful spell and half-casters like rangers and paladins only just got their 5th level slots. The blur on a reaction needs better wording, but honestly it is kind of whatever. It feels like an afterthought. Echoing myself: I strongly suggest you focus on what you want this monk to do and what fantasy you want it to fulfil, rather than just adding a spell and a psionics feature every time because you feel like you have to. Consistency is something you can work on after figuring out the identity.
Lastly: style guide
A lot of this is written in a very confusing manner. I suggest looking at how subclasses and features are worded in official material and try to write in line with that. Accessibility is key when making other people want to use and play with your material, so it is in everyone's best interest that features are written as easy to understand and use as possible.
Anyway, I hope that helps. Good luck with the development.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Cool thanks, all noted, see below for some of my reasoning and or counters. Note that that counters are really there for thought, as this is still a work in progress.
I admit looked over shadow monk, as I saw the other spells my mind defaulted to 4 elements. Monks are weird electric boogaloo. That does make more sense from a consistency standpoint at this level than I originally thought, but keep in mind most of the shadow monk's spells are centred around utility and sneaking (silence and darkness are situationally useful to cast in combat, but outside of devil's sight shenanigans I wouldn't call them game changers). Suggestion on the other hand, can end both combat and social encounters by itself. Hold Person auto-crits and gives advantage (humanoids are plenty common these levels).
Psi fighter is miles ahead of basically everyone else at this level in terms of DPR, save for stuff like feat or hexadin abuse. I don't think they're a good comparison because of that. However even if we take the psi fighter as a comparison, psi fighter doesn't inflict paralysis or tell someone to go for a hike and eliminate them from combat in a single wisdom save, nor can it reduce saving throws for free with mind sliver (intelligence saves are trash at this level). Also, ki resets on a short rest, at level 4 you can cast just as many spells as a warlock.
Having more options, even at an opportunity cost, is part of your power budget. Wizards have most options of all casters, which is subsequently why they have lower hit dice than everything (but sorcerers) and no armor proficiencies.
Martials can function without resources, that's why it matters you're giving certain spells to a martial. Even if monk is considered the worst martial, a monk without ki is a better character than a caster without spell slots. This is why paladin and ranger, despite being able to cast, only have half progression. They have their martial abilities to back them up.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Yes, holding something in place is quite OP in general...regardless of who is using it.
Psi Warriors also get all the rest of he cool Warrior stuff though, and with action surge, and 8 attacks, more if dual wielding, with Psi dice they can simply out fight the monk. Plus they can put up psi shield on themself or others, push prone, provide half cover (this is fricken awesome as far as I am concerned), very late they get Telekinesis, and they get to make one attack as a bonus when using this spell...that is amazing. Remember...if the Monk chooses to do the things you mentioned, its Psi Spells, that is its action, no damage, no stun...no "dope monk shit". I am not sure if providing some control spells here, does anything else other than fill in where lack of a spell caster can.
Do not get me started on Warlock spell slots, there are already threads and videos on it heheh!
Though, what I have done here can be done multiclassing, it is sort of how I started figuring out what I should add actually. Only sacrificing some of the more useless later things monks get, well maybe not useless, but definitely unmissed. I WISH, I could remove "class features" to balance this out, but alas we cannot touch class features.
Have you ever tried a Shadow Monk, Gloomstalker and Twilight cleric build...seriously...DM's worst nightmare...well in the dark and dim light.
I am making changes as we exchange here, but I am still stuck on the Mind Trick feature atm...
If that approach works for you and your games, go for it. I'm not on board myself for reasons stated earlier, but regardless I do hope it works out and wish you luck.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Just as an FYI, after studying the Psi Warrior more, I am going to work in a restriction on the Hold line of spells to work like Telekinesis for the Psi Warrior. In rounds after the initial casting action, if concentrating on a Hold person spell, one can only choose to use a bonus action, which can use a Ki point ability like step or the wind etc. Basically you cannot use your full action attacks, nor any of your other Psi abilities that would break concentration...so leap requires too much focus to use etc...which in reality makes sense. If you have already buffed yourself up with Psi Strikes, that is fine, as it is time based Etc.
Thanks for the feedback. Just so you know, I am re-making a world I did many decades ago, and I want it to come with 1-2 new subclasses per class. We used the original AD&D at the time, and then some of the later versions, and we made all sorts of cool... what we would call homebrewing now. I definitely am not a person to be locked in by other's rules or sensibilities. Some of the most fun we ever had was with sort-of hybrid classes we made back in the day...and it was strongly influenced by the Marvel Roleplaying game's freedom...which eventually became our main RP game...due to its freedom of choice in character creation. We and/or I rolled stats, no video game BS stat buy/array crap...this also makes multiclassing much easier and we had multiple ways you could choose to role the die for your character too. I never let people get hung up on stats or things that will hinder their ability to have fun, and most importantly roleplay.
What I am trying to say is, if my world ever gets done, it will workout, because it is about fun, storytelling and roleplaying :). I will balance it the best I can, but I can picture this mentalist in action...it will be fun.
Anyhoo... Psi Ki update coming soonish.
One thing I'd look into is tying these features a little more into the monk class. Look at how the Way of Mercy enhances FoB instead of competing with it for a bonus action, or how Way of the Ascendant Dragon enhances Step of the Wind. I think a feature like Psi Ki Augmented Leap reads a lot more naturally if it's something like, "when you use Step of the Wind, you can spend one additional ki point to increase your jump distance to... etc." In the same vein, it might help the subclass feel more monk-ish if Psi Ki Force Strikes were also rolled into FoB, or at least limited to unarmed strikes.
I just feel like monk in particular has its identity baked into its early features, and subclasses that don't work to preserve those features and put a unique spin on them end up kind of diluting that identity.
Also just FYI, doubt is typically instilled, not installed.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Changes are coming, the strikes are going to work like force smites, and rather than sustained damage it will be more burst like, but for much more Ki point cost. I like the idea of limiting it too Flurry, as I was trying to balance it as your post popped up...which was good timing imo. I may limit it to fists, but I would have to ask...why can the hand and mind not channel through a monk weapons to provide that psionic force? I think this class could do that, so I think the only limitation will be Ki points spent and Flurry...
EDIT: I may then open the force strike up to the monk on regular attacks a level 11...maybe...
Okies...3rd and 6th levels stuffs getting nailed down...simplified certain things, took out a cantrip, added concentration restrictions and tied Psi Strikes to Flurry of Blow. I did untie the Psi Leap from Sotw...as I now linked it to the mind's ability to augment your physical strength instead, made it a bit more tied to actually jumping. Note: I may turn the augmented leap, to using the mind to augment any form of movement like swimming too...
Anyhooooo...
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Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you gain the ability to cast the Friends cantrip, if you don’t already know it. Additionally you can spend 2 Ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components.
Note: while using a spell that requires concentration, you can only use your reactions, bonus actions. Full attack actions and using your Psi Ki mental abilities will break concentration.
3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind. When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your Flurry of Blows with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage). You can spend 3 additional Ki points to add even more force.
Psi Ki Force Movement. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the target or creature is unwilling/contesting via physical strength, resisted by an items strength make up (such as a chain), or bound by magic you will need to make a wisdom DC check against the target's opposing strength or spell DC.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
You gain the ability to use 2 Ki points to cast Mind Spike to reach into other's minds to track and keep targets from getting away from you, without providing material components.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Leap. You can spend 2 Ki points to propel your body with great force via your mind. You can jump a distance equal to your strength modifier, multiplied by the Ki points spent.
Ok updated lots...so this is getting real close...
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Monks of the Way of Psi Ki learn to tap into their mind, and augment their psyche into their Ki. They use Psi Ki to manipulate their minds, other's minds, weapons and project psionic force. Those who follow the Way of Psi Ki might be members of a religious order or a specific academy. Without much time for the needy, these Monks will suffer under the tutelage of Psionic Masters; showing only unquestioning obedience, they are dedicated to wielding the mind’s power to its greatest extent.
Psi Ki Arts
3rd-level Psi Ki Arts:
Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you gain the ability to cast the Friends cantrip, if you don’t already know it. Additionally you can spend 2 Ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components.
Note: while using a spell that requires concentration, you can only use your reactions, bonus actions. Full attack actions and using your Psi Ki mental abilities will break concentration.restriction removed3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind. When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your Flurry of Blows with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage).
You can spend 3 additional Ki points to add even more force.For each additional 3 Ki points spent, you can add damage equal to your wisdom modifier again.Psi Ki Telekinesis. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the target or creature is unwilling/contesting via physical strength, resisted by an items strength make up (such as a chain), or bound by magic you will need to make a wisdom DC check against the target's opposing strength or spell DC.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
You gain the ability to use 2 Ki points to cast Mind Spike to reach into other's minds to track and keep targets from getting away from you, without providing material components.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Movement. You can spend 2 Ki points to propel your body with great force via your mind. You can jump once, a distance equal to your strength modifier, multiplied by the Ki points spent. When you use the 2 Ki points to augment your jump distance, you also negate climbing or swimming speed penalties until the end of your turn, you can now climb or swim equal to your regular movement speed. Since this propulsion is of the mind, you do not require movement before you leap.
Advanced Psi Ki
11th-level Psi Ki Arts:
Through meditation and use of your Psi Ki, you mind has strengthened. You gain resistance to psychic damage. Your arts now allow you to hold creatures other than humanoids, and change a target's memories. As an action, you can now spend 4 Ki points to cast Modify Memory, without providing material components.
11th-level Psi Ki Features:
Advanced Psi Ki Force Strikes. You can now channel your Ki to propel your all your unarmed attacks with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage).
You can spend 3 additional Ki points to add even more force.For each additional 3 Ki points spent, you can add damage equal to your wisdom modifier again.Shimmering Soul
17th-level Psi Ki Arts:
Your Psi Ki now allows you to use Hold Monster. You must spend 6 Ki points and it requires no spell components. You can use this once per long rest.
17th-level Psi Ki features:
Removing this and giving it as a spell to level 11...new capstone feature coming...
You can spend 4 Ki points as a reaction, you can focus and change the frequency of your existence to another's mind. You can change how the form of your body is perceived, essentially blurring it to visual creatures, assisting to avoid damage and magical effects. When you use this reaction, you act has if you have casted the Blur on yourself. Due to using your Psi Ki, you cast this with no spell components, the spell does not use concentration, and lasts for 1 minute.Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Updates coming, especially after watching Treantmonk's review of Monk subclasses today...yet again someone who is on my page regarding Monks in general.
Hmmmmmmmm...???
Still suffers from mass Ki usage, but I think with my Ki recovery die...this is looking pretty, pretty...good?
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Psi Ki Arts
3rd-level Psi Ki Arts:
Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you gain the ability to cast the Friends cantrip, if you don’t already know it. Additionally you can spend 2 Ki points to cast Command, Detect Thoughts, Hold Person, or Suggestion, without providing material components.
3rd-level Psi Ki features:
Your Ki allows you to tap into a mental focus that can manifest itself as psionic force and energy.
Psi Ki Mind. When your monk training fails you, your mental focus can help: if you fail an ability check using a skill or tool with which you have proficiency, you can use a Ki point to add your wisdom modifier to the check, potentially turning failure into success.
Psi Ki Force Strikes. You channel your Ki to propel your Flurry of Blows with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage).
Psi Ki Telekinesis. You can spend Ki points to move an object or a creature with your mind. As an action, you target a small, medium or large object or creature, other than yourself
If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. If the target or creature is unwilling/contesting via physical strength, resisted by an items strength make up (such as a chain), or bound by magic you will need to make a wisdom DC check against the target's opposing strength or spell DC.
Psi Ki Scholar
6th-level Psi Ki Arts:
As an action, you can regain 1d4 expended Ki point(s), but you can’t do so again until you finish a long rest. You can use this action twice at level 17.
You gain the ability to use 2 Ki points to cast Mind Spike to reach into other's minds to track and keep targets from getting away from you, without providing material components.
6th-level Psi Ki Features:
Through focus and study you have mastered new ways to use your Psi abilities:
Psi Ki Augmented Movement. You can spend 2 Ki points to propel your body with great force via your mind. You can jump once, a distance equal to your strength modifier, multiplied by the Ki points spent. When you use the 2 Ki points to augment your jump distance, you also negate climbing or swimming speed penalties until the end of your turn, you can now climb or swim equal to your regular movement speed.
Advanced Psi Ki
11th-level Psi Ki Arts:
Through meditation and use of your Psi Ki, you mind has strengthened. You gain resistance to psychic damage. Your arts now allow change the visual frequency of your form, providing extra avoidance and the ability to change a target's memories. As an action, you can now spend 2 Ki points to cast Blur and Modify Memory, without providing material components.
11th-level Psi Ki Features:
Advanced Psi Ki Force Strikes. You can now channel your Ki to propel your all your unarmed attacks with psionic force. Immediately after you hit a target, you deal force damage to the target, equal to your wisdom modifier (minimum of 1 damage).
Flurry of Force
17th-level Psi Ki Arts:
Your Psi Ki now allows you to use Hold Monster. You must spend 6 Ki points and it requires no spell components. You can use this once per long rest.
17th-level Psi Ki features:
With great focus, you can use your mental and psionic focus to add additional force damage, and follow up your Flurry with Psi Ki Telekinesis.
Psi Ki Force Burst. You can now add addition force damage equal to your 1d10 martial arts die to any successful strike of your choice (one extra die per strike). You must spend 1 Ki points per strike you choose to add damage too.
I think you've made some solid improvements. I especially appreciate the change to Force Strike (makes it a lot more manageable at early levels) and the way higher level spells are handled. Putting Blur on 11th level rather than the capstone feels a lot better also.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
I figured blur would be more useful around those levels too.