Base Class: Monk
The Force is a mysterious energy field created by life that binds the galaxy together. Harnessing the power of the Force gives the Monk and others sensitive to this spiritual energy extraordinary abilities, such as levitating objects, tricking minds, and seeing things before they happen. While the Force can grant users powerful abilities, it also directs their actions. And it has a will of its own, which both scholars and mystics have spent millennia seeking to understand its nature and its purpose.
Way of the Psionic
Psionics
Psionics replaces Ki for monk and follows the Mystic Class table of points instead of the Ki points table for Monks
when you choose this archetype you gain 2 Psionic Disciplines from the mystic class discipline list along with 2 Psionic Talents. You can choose an additional 2 Psionic Disciplines and 1 Psionic Talent at levels 6/11/17.
At 3rd level, you are capable of wielding Psionics in various ways, most notably, powers.
Psionic Points: You have a number of Psionic points according to the table. You regain all used Psionic points after a long rest or a short rest. Psionic points are used for your Psionic powers and maneuvers. At no time can you use a number of Psionic points greater than your Monk level at one time.
Psionic Power Ability: Wisdom is your Psionic power ability for your Monk powers and maneuvers, since you use the Psionic for your powers. You use your Wisdom whenever a power or maneuver refers to your Psionic power ability.
Psionic Powers Known: In addition to the powers listed below, you know a number of powers according to your Monk level as listed on the Monk Table. Whenever your level increases in this class, you may exchange any number of Psionic powers you know for different ones.
Telekinesis:
You gain the ability to move or manipulate creatures or objects by thought. As an action, you use 1 Psionic point to cast Psionic Telekinesis you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect both Creatures and Objects.
Creature. You can try to move a Large or smaller creature. Make an ability check with your Psionic power ability contested by the creature's Strength check. If you win the contest, you move the creature up to 10 feet in any direction, including upward but not beyond 60 feet. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. This requires concentration and can only last up to 1 minute.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 200 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your Psionic Power ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Push: A power every way of the Psionic practitioner knows, you use Psionics to push an object or person away. As an action, you can use 1 Psionic point to cause the shove effect on a creature that is within 30 feet of you to be involuntarily moved in a the direction directly away from you. On a failed Strength saving throw, a creature is pushed away from you by 10 feet or knocked prone. You may spend additional Psionic points on this power, increasing the range or distance pushed by 10 feet for every 1 point used up to a max of 3 Psionic points. Additionally, you may use 5 Psionic points instead of 1 to effect all creatures within 30 feet of you with the same effect.
Mind Tricks: Another common power for a Monk is influencing others. As an action, you can use 1 Psionic point to cast suggestion as the spell except as noted; range is 10 feet, duration is 1 minute, and no components are required.
Psionic Blade Forms
Your practice of blade forms gives you mastery of combat styles that use strikes and Psionic practitioner weapons. You gain proficiency with Martial Weapons.
You gain the following benefits while you are wielding only Psionic practitioner weapons and you aren't wielding a shield.
- You can use Dexterity instead of Strength for the attack and damage rolls of your Psionic practitioner weapons.
- You can roll 1d8 in place of the normal damage of your Psionic practitioner weapon. This die changes as you gain Monk levels but at a different rate, increases to 2d8 at level 11 and 3d8 at level 17.
- When you use the Attack action with a Psionic practitioner weapon on your turn, you can make one addition attack with a Psionic practitioner weapon as a bonus action for 1 Psionic point. For example, if you take the Attack action and attack with a Longsword, you can also make an attack as a bonus action, assuming you haven't already taken a bonus action this turn.
- Blade forms replaces Martial Arts for Way of the Psionic Practitioners.
Psionic Fighting Styles
At 3rd level, a Way of the Psionic practitioner can learn one of the six forms from the list below with access to the first feature of that form. You gain access to the second feature of the form at level 4. Switching forms during combat requires a bonus action. At 6th level, you gain the choice of another Blade Form. You may use only one Form per attack made.
Form I- Shii-cho “Way of the Sarlacc": While in this form, you also gain the following Psionic maneuvers which can, in total, be used as many times as your Dexterity modifier per short or long rest:
Parrying Psionics: When a creature hits you with an attack, you attempt to respond in kind. You can use a reaction to make a melee attack against that creature.
Psionic Sweep: When you hit a creature with a melee weapon attack, you attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Wisdom modifier. The damage is of the same type dealt by the original attack.
Form II- Makashi “Way of the Ysalamiri”: This form was developed to combat against Form I. While in this form, you also gain the following Psionic maneuvers which can, in total, be used as many times as your Dexterity modifier per short or long rest:
Psionic Precision: When you make a weapon attack roll against a creature, you can add your Wisdom modifier to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Evasive Footwork: When you move on your turn, you can increase your AC by 2 until you stop moving.
Form III- Soresu “Way of the Mynock”: Developed to protect against ranged attacks, quick movements are made to evade them. While in this form, you also gain the following Psionic maneuvers which can, in total, be used as many times as your Dexterity modifier per short or long rest:
Riposte: When a creature misses you with a melee attack, you can use your reaction to make a melee attack against that creature. If you hit, you add Wisdom modifier to the attack's damage roll.
Parry: When another creature damages you with a melee attack, you can use your reaction and reduce the damage by Wisdom modifier + your Dexterity modifier.
Form IV- Ataru “Way of the Hawk-Bat”: An aggressive style, Form IV is fast-paced. While in this form, you also gain the following Psionic maneuvers which can, in total, be used as many times as your Dexterity modifier per short or long rest:
Flurry Strike: Immediately after taking the attack action, you may make two melee weapon attacks as a bonus action.
Psionic Tumbling: During your movement, you can tumble, weave, and dodge on the battlefield for defensive and offensive gains. Make an Acrobatics or Athletics skill check (DC 15). If successful, add 1 to your AC and your Wisdom modifier to melee weapon damage rolls until the start of your next turn. If you fail your skill check, you fall prone unless you use the rest of your movement to stay on your feet.
Form V- Shien/Djem So “Way of the Krayt Dragon”: Form V combat is characterized by power attacks and defense immediately followed by a counter-strike. While in this form, you also gain the following Psionic maneuvers which can, in total, be used as many times as your Dexterity modifier per short or long rest:
Riposte: When a character misses you with a melee attack, you can use your reaction to make a melee attack against the creature. If you hit, you add Wisdom modifier to the attack's damage roll.
Menacing Psionics: When you hit a creature with a weapon attack, you attempt to frighten the target. You add your Wisdom modifier to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Form VI- Niman “Way of the Rancor”: Niman has a fairly relaxed focus on bladework, designed as a simple, and easily mastered fighting form for a Monk who prefer to devote most of their time to study and diplomacy. Success in combat is dependent on a practitioner's intuition and creativity in combat. While in this form, you also gain the following Psionic maneuvers which can, in total, be used as many times as your Dexterity modifier per short or long rest:
Commanding Psionics: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your Wisdom modifier to the damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack.
Distracting Psionics: When you hit a creature with a weapon attack, you distract the creature, giving your allies an opening. You add your Wisdom modifier to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Telekinetic Deflection
Starting at 3rd level, you can use your reaction to deflect or telekinetically catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level.
If you reduce the damage to 0, you can telekinetically catch the missile as long as it doesn't weight more than 50 pounds and you have at least one hand free. If you catch a missile in this way, you can spend 1 Psionic point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a Psionic weapon for the attack
This ability replaces Deflect Missiles.
Psionic Weapon Attunement
Starting at level 3, when the Way of the Psionic practitioner is holding a Psionic practitioner weapon, your attacks with your Psionic practitioner weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage choose two types of weapons to be your Psionic practitioner weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your Psionic practitioner weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—either melee or ranged—to be a Psionic practitioner weapon for you, following the criteria above. This replaces the Ki-empowered strikes the Monk class has at level 6. Additionally, the Way of the Psionic practitioner can use 1 Psionic point to apply their Wisdom modifier as well to their damage rolls for that turn as a bonus action, secondly, if an attack hits the monk, they may choose to use their reaction to add their constitution modifier to their armor class for that attack only for 1 Psionic point per point of AC added. The total amount of modifier must be added to AC meaning, the Psionic Practitioner must have matching Psionic points to use this ability.
Psionic Skills
When you choose this archetype at 3rd level, you gain proficiency in the Athletics, Acrobatics, Persuasion, Insight, Sleight of Hand or Stealth skills. Your proficiency bonus is doubled for that chosen proficiency you picked.
Conquering Psionics
- Psionic Focused Strikes
Beginning at 6th, when you are within 5 feet of an enemy and have at least 2 force points, you can choose to make your attacks at advantage, but your focus on your attacks make you vulnerable to attacks from your enemies granting them advantage on you until the start of your next turn if you choose to make your attacks at advantage in this way.
Starting at 6th level, whenever you slay an enemy creature with an attack, you immediately regain 2 psi points.
One with the Blade
At 11th level, you can learn another Blade form of your choice. Additionally, you extend your Psionics into your weapons, granting you the following benefits.
When you hit a target with a Psionic weapon, you can spend 1 psi point to cause the weapon to deal extra damage to the target equal to your Psionic weapon die. You can use this feature only once on each of your turns.
Additionally, whenever the Way of the Psionic practitioner is hit while wielding a Psionic weapon, they may take a reaction to reduce the damage of incoming lightning, radiant, and Psionic based attacks whether their spells or attacks from melee/ranged weapons. To reduce damage in this way the practitioner must have Psionic points and once the practitioner chooses to use their reaction to reduce the damage, they will automatically use as many Psionic points as it takes to reduce the damage. If the damage is reduced to 0, the practitioner can deflect only a projectile or spell that can cause these types of damages. Another limitation to the deflection of the spell or projectile is that it must be a target spell or an area of effect spell that is a line no wider than 5 feet. This deflection does not work on spheres, cones, cubes, cylinders and radius. The deflection causes the same damage it was initially rolled and can only be deflected in the direction from where the spell or attack came from. Any saving throws the spell or attack causes are still in effect, so creatures being affected by the deflection must make the saving throw even if they already made the saving throw initially.
Damage threshold for each Psionic point is 1d8 + Wisdom modifier. I.E. the practitioner has a Wisdom modifier of +3, a lighting bolt is cast towards the practitioner, the practitioner chooses to use their reaction to reduce the damage. total damage rolled for the lighting bolt is max of 8d6 which is 48, the practitioner also rolls max on the 1d8 + Wisdom modifier per Psionic, if they have 5 points remaining they would be able to reduce by a maximum of 55, if max damage is not assumed in the reduction but is for the lighting bolt, in this example: the Psionic Practitioner rolls 2, 1, 5, 4 and 3, after adding each Wisdom Modifier the total would be 30 and the practitioner would need to continue rolling until they are out of Psionic points or until they would reduce the damage to 0. Each roll is done separately until the damage is either reduced to 0 or there are no remaining Psionic points to use whichever comes first.
Insistent Psionic Powers
Starting at 17th level, you have learned to wield Psionics to protect you. As a reaction, whenever you take damage you may spend 1 Psionic point to gain resistance to all damage until the start of your next turn.
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