I noticed that fighter and rogue got psionic subclasses in TCoE, so I decided to homebrew one for the Monk. It gives them the ability to create magical psychic weapons (like the Soulknife rogue), and gives them some Ki-based telekinetic abilities (similar to those of the Psi Warrior fighter). I did not give them Psionic Energy dice, because it didn't seem like I should give them two groups of expendable resources, because it might get confusing. You can click the "spoiler" things to show the subclass features.
The 3rd-level feature gives them the ability to telekinetically shove things and create a magical sword.
Psionic Power
Level 3 Way of the Telekinetic feature
When you choose this tradition at 3rd level, you learn magical abilities that harness the power of your mind. You gain the ability to spend ki points to cause one of the following effects:
Telekinetic Thrust. As a bonus action, you can spend 1 ki point to telekinetically shove one object or creature you can see within 30 feet of you a number of feet 5 times your Wisdom modifier towards or away from you, and deal 1d10 bludgeoning damage to it. If the target is an unwilling creature, it must make a Strength saving throw to avoid being shoved and take half damage. You can choose not to deal damage to the target. If a creature is in the path of an object, the creature must succeed a Dexterity saving throw or take 1d10 damage of a type appropriate to the object and be moved along with the object.
Psionic Blade. You can perform a 1-hour ritual that summons a Psionic Blade. A Psionic Blade resembles a shortsword or longsword (your choice), but instead of an ordinary blade, it has a blade made of light. You can dismiss the blade or reactivate it as a bonus action. The weapon’s damage type changes to psychic damage, and its damage die is equal to your martial arts die, and can be used in place of unarmed strikes. It emits bright light in a 15-foot radius and dim light for 15 feet beyond that while the blade is active. You can have up to two Psionic Blades at a time. If you attempt to create a third one, one of your previous ones reverts to its normal form. Any Psionic Blades you have created with this feature vanish when you die.
The 6th-level feature gives the monk the ability to leap extraordinarily high and magically propel their weapons through the air.
Psionic Adept
6th level Way of the Telekinetic feature
You advance your psionic powers further, gaining the following benefits:
Psionic Leap. Your high jump and long jump distances are equal to half your walking speed, unless they are already longer.
Weapon Throw. When you take the Attack action with your Psionic Blade(s), you can spend 1 ki point to give your Psionic Blade(s) the Thrown property, with a range of 60 feet and no long range, until the end of the turn. The weapon returns to your hand immediately after you attack with it.
The 11th-level feature of this subclass mimics the Psi Warrior's "Guarded Mind" feature.
Mental Wards
11th level Way of the Telekinetic feature
You find ways of warding your mind against the influence of magic. You gain advantage on saving throws against being charmed or frightened. In addition, the damage of your Telekinetic Thrust increases to 2d10.
The 17th-level feature improves the features granted earlier in the game, allowing the monk to deal an additional die of damage once per turn.
Improved Psionic Blades
17th level Way of the Telekinetic feature
You advance your skills of creating and enhancing weapons. Once per turn when you hit a creature with a melee attack using a Psionic Blade, you can expend 1 ki point to deal an extra die of damage. In addition, when you use Weapon Throw, a thrown weapon deals an additional die of damage.
I've also made a psionic monk subclass. Although we went in practically opposite directions. I believe mine is like 2 pages long if put into a book. (subclass allows options like how the totem warrior barbarian does it that's why). So mine is super complex and attempts to turn the monk into a mystic, while yours is super simple.
Interesting how many ways psionics can be interpreted.
I agree. The monk is sort of similar to the mystic (using points that can be spent for different abilities), so I think that the mystic sounds like a good starting point for a psionic monk subclass.
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"A villain is just a victim whose story hasn’t been told" -Chris Colfer
Bach is the best composer ever. "What about secondbreakfast?" -Pippin Took.
Make America Great Britain Again.
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I noticed that fighter and rogue got psionic subclasses in TCoE, so I decided to homebrew one for the Monk. It gives them the ability to create magical psychic weapons (like the Soulknife rogue), and gives them some Ki-based telekinetic abilities (similar to those of the Psi Warrior fighter). I did not give them Psionic Energy dice, because it didn't seem like I should give them two groups of expendable resources, because it might get confusing. You can click the "spoiler" things to show the subclass features.
The 3rd-level feature gives them the ability to telekinetically shove things and create a magical sword.
Psionic Power
Level 3 Way of the Telekinetic feature
When you choose this tradition at 3rd level, you learn magical abilities that harness the power of your mind. You gain the ability to spend ki points to cause one of the following effects:
Telekinetic Thrust. As a bonus action, you can spend 1 ki point to telekinetically shove one object or creature you can see within 30 feet of you a number of feet 5 times your Wisdom modifier towards or away from you, and deal 1d10 bludgeoning damage to it. If the target is an unwilling creature, it must make a Strength saving throw to avoid being shoved and take half damage. You can choose not to deal damage to the target. If a creature is in the path of an object, the creature must succeed a Dexterity saving throw or take 1d10 damage of a type appropriate to the object and be moved along with the object.
Psionic Blade. You can perform a 1-hour ritual that summons a Psionic Blade. A Psionic Blade resembles a shortsword or longsword (your choice), but instead of an ordinary blade, it has a blade made of light. You can dismiss the blade or reactivate it as a bonus action. The weapon’s damage type changes to psychic damage, and its damage die is equal to your martial arts die, and can be used in place of unarmed strikes. It emits bright light in a 15-foot radius and dim light for 15 feet beyond that while the blade is active. You can have up to two Psionic Blades at a time. If you attempt to create a third one, one of your previous ones reverts to its normal form. Any Psionic Blades you have created with this feature vanish when you die.
The 6th-level feature gives the monk the ability to leap extraordinarily high and magically propel their weapons through the air.
Psionic Adept
6th level Way of the Telekinetic feature
You advance your psionic powers further, gaining the following benefits:
Psionic Leap. Your high jump and long jump distances are equal to half your walking speed, unless they are already longer.
Weapon Throw. When you take the Attack action with your Psionic Blade(s), you can spend 1 ki point to give your Psionic Blade(s) the Thrown property, with a range of 60 feet and no long range, until the end of the turn. The weapon returns to your hand immediately after you attack with it.
The 11th-level feature of this subclass mimics the Psi Warrior's "Guarded Mind" feature.
Mental Wards
11th level Way of the Telekinetic feature
You find ways of warding your mind against the influence of magic. You gain advantage on saving throws against being charmed or frightened. In addition, the damage of your Telekinetic Thrust increases to 2d10.
The 17th-level feature improves the features granted earlier in the game, allowing the monk to deal an additional die of damage once per turn.
Improved Psionic Blades
17th level Way of the Telekinetic feature
You advance your skills of creating and enhancing weapons. Once per turn when you hit a creature with a melee attack using a Psionic Blade, you can expend 1 ki point to deal an extra die of damage. In addition, when you use Weapon Throw, a thrown weapon deals an additional die of damage.
"A villain is just a victim whose story hasn’t been told" -Chris Colfer
Bach is the best composer ever. "What about second breakfast?" -Pippin Took.
Make America Great Britain Again.
I've also made a psionic monk subclass. Although we went in practically opposite directions. I believe mine is like 2 pages long if put into a book. (subclass allows options like how the totem warrior barbarian does it that's why). So mine is super complex and attempts to turn the monk into a mystic, while yours is super simple.
Interesting how many ways psionics can be interpreted.
I agree. The monk is sort of similar to the mystic (using points that can be spent for different abilities), so I think that the mystic sounds like a good starting point for a psionic monk subclass.
"A villain is just a victim whose story hasn’t been told" -Chris Colfer
Bach is the best composer ever. "What about second breakfast?" -Pippin Took.
Make America Great Britain Again.