Way of the Mystical Mind 2.5 Through deep meditation Monks of the Mystical Mind have unlocked the secret potential of the mind. They harness the mysterious power of Psionics to harm and debilitate enemies, as well as interact with the world through force of Will.
Psychic Awakening Starting when you choose this tradition at 3rd level, you learn to weild your mind as a weapon.
Choose 2 cantrips from Mage Hand, Thaumaturgy, Vicious Mockery, Thorn Whip, or Friends. The chosen cantrips require no Material, Verbal, or Somatic components. Your Cantrips create no visual or auditory effects if they require an attack or saving throw. The damage is psychic. You may use Flurry of Blows after casting a Cantrip that requires an attack or saving throw.
Also at 3rd level, you can prepare spells from the Wizard spell list of a level equal to half your Monk level rounded down, up to level 5. These spells must come from the Divination or Enchantment Schools. You may prepare a number of these spells equal to your Wisdom modify. Wisdom is your spell-casting ability. A Spell cost 1.5 Ki x the spells level, rounded up. When you cast these spells they require no Verbal, Material, or Somatic components.
Psionic Assault At 6th level You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your wisdom modifier to its attack and damage rolls. The attack uses your martial arts die and the damage is psychic.
After using such an attack, you may spend 1 ki point to cast a Monk Cantrip as a Bonus Action. Your Cantrip's damage die is replaced by your martial arts die.
Mental Fortitude At 11th level you harness your mental strength to inflict your will and protect yourself. When you cast a spell that requires a Wisdom, Intelligence, or Charisma saving throw, you can spend Ki points equal to the spells level to impose disadvantage on the saving throw.
Also at 11th level, you gain resistance to psychic damage.
Unassailable Mind At 17th level your mind becomes an impregnable fortress. You are immune to the charmed condition and your mind can not be read unless you allow it. If a creature attempt to charm you or read your mind, it instead takes psychic damage equal to 5 + your wisdom modifier.
Also at 17th level, when you are attacked by a creature you can use your Reaction to cast Vicious Mockery, replacing the d4 with your Martial Arts die. You must use this Reaction before the attacker rolls to hit.
Notes:
I imagine this class as a controller and Damage dealer.
I would rather it be under-powered than over-powered, but I'm really working to keep it balanced.
I'm trying to keep things as close to official as possible.
I'm a bit concerned about psychic awakening being able to replace material components that have a cost and/or are consumed. And just make ki consumption 1.5×spell level then round up (it's the same result, just simpler). And last, I am concerned making the largest spell list an "all spells known"/prepare caster is a little over powered.
Psionic assault does not specify the damage dice of the special attack it can make.
For unassailable mind, gaining immunity to charmed is kind of meh, because you've been able to end charm in 1 turn for 10 levels. And have proficiency in all saves for the last 4 levels. A free reaction attack that imposes disadvantage is neat. Overall, as a level 17 ability this one falls flatter than the others.
I'm a bit concerned about psychic awakening being able to replace material components that have a cost and/or are consumed. And just make ki consumption 1.5×spell level then round up (it's the same result, just simpler). And last, I am concerned making the largest spell list an "all spells known"/prepare caster is a little over powered.
Psionic assault does not specify the damage dice of the special attack it can make.
For unassailable mind, gaining immunity to charmed is kind of meh, because you've been able to end charm in 1 turn for 10 levels. And have proficiency in all saves for the last 4 levels. A free reaction attack that imposes disadvantage is neat. Overall, as a level 17 ability this one falls flatter than the others.
I changed some language based on your feedback.
Players will never be able to prepare more than 5 spells and the are not ritual casters. The only spells available to them with a gold cost are Identify, Legend Lore, and Scry. If they want to use their limited spells and Ki for those, I'm inclined to let them.
A lot of people seem to dislike the 17th level feature, but even without the immunities it's objectively better then The Way of Shadows level 17 feature. Added a more situational version of the Sun Souls cap feautre to attempt to beef it up. If you have any suggestions on how to make level 17 more satisfying let me know!
Thank you for the feedback, this is my first ever Homebrew subclass.
Way of the Mystical Mind 2.5
Through deep meditation Monks of the Mystical Mind have unlocked the secret potential of the mind. They harness the mysterious power of Psionics to harm and debilitate enemies, as well as interact with the world through force of Will.
Psychic Awakening
Starting when you choose this tradition at 3rd level, you learn to weild your mind as a weapon.
Choose 2 cantrips from Mage Hand, Thaumaturgy, Vicious Mockery, Thorn Whip, or Friends. The chosen cantrips require no Material, Verbal, or Somatic components. Your Cantrips create no visual or auditory effects if they require an attack or saving throw. The damage is psychic. You may use Flurry of Blows after casting a Cantrip that requires an attack or saving throw.
Also at 3rd level, you can prepare spells from the Wizard spell list of a level equal to half your Monk level rounded down, up to level 5. These spells must come from the Divination or Enchantment Schools. You may prepare a number of these spells equal to your Wisdom modify. Wisdom is your spell-casting ability. A Spell cost 1.5 Ki x the spells level, rounded up. When you cast these spells they require no Verbal, Material, or Somatic components.
Psionic Assault
At 6th level You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your wisdom modifier to its attack and damage rolls. The attack uses your martial arts die and the damage is psychic.
After using such an attack, you may spend 1 ki point to cast a Monk Cantrip as a Bonus Action. Your Cantrip's damage die is replaced by your martial arts die.
Mental Fortitude
At 11th level you harness your mental strength to inflict your will and protect yourself. When you cast a spell that requires a Wisdom, Intelligence, or Charisma saving throw, you can spend Ki points equal to the spells level to impose disadvantage on the saving throw.
Also at 11th level, you gain resistance to psychic damage.
Unassailable Mind
At 17th level your mind becomes an impregnable fortress. You are immune to the charmed condition and your mind can not be read unless you allow it. If a creature attempt to charm you or read your mind, it instead takes psychic damage equal to 5 + your wisdom modifier.
Also at 17th level, when you are attacked by a creature you can use your Reaction to cast Vicious Mockery, replacing the d4 with your Martial Arts die. You must use this Reaction before the attacker rolls to hit.
Notes:
I imagine this class as a controller and Damage dealer.
I would rather it be under-powered than over-powered, but I'm really working to keep it balanced.
I'm trying to keep things as close to official as possible.
I'm a bit concerned about psychic awakening being able to replace material components that have a cost and/or are consumed. And just make ki consumption 1.5×spell level then round up (it's the same result, just simpler). And last, I am concerned making the largest spell list an "all spells known"/prepare caster is a little over powered.
Psionic assault does not specify the damage dice of the special attack it can make.
For unassailable mind, gaining immunity to charmed is kind of meh, because you've been able to end charm in 1 turn for 10 levels. And have proficiency in all saves for the last 4 levels. A free reaction attack that imposes disadvantage is neat. Overall, as a level 17 ability this one falls flatter than the others.
I changed some language based on your feedback.
Players will never be able to prepare more than 5 spells and the are not ritual casters. The only spells available to them with a gold cost are Identify, Legend Lore, and Scry. If they want to use their limited spells and Ki for those, I'm inclined to let them.
A lot of people seem to dislike the 17th level feature, but even without the immunities it's objectively better then The Way of Shadows level 17 feature. Added a more situational version of the Sun Souls cap feautre to attempt to beef it up. If you have any suggestions on how to make level 17 more satisfying let me know!
Thank you for the feedback, this is my first ever Homebrew subclass.
Ok, I think it is balanced. Make sure you mention that it can prepare a minimum of 1 spell (in case of the rare low WIS monk).