Base Class: Monk
Monks of the Way of the Ki Field learn to harness the field of ki energy that surrounds all living beings, not just their own. With this power, they can affect other creatures but also hone their mental sharpness.
These monks value peace and balance above else, and believe in helping those in need. They take vows of celibacy and detachment from the material in order to be avatars of their principles. Most of these monks come from the Je’endii order, where a large group of monks study swordsmanship and the ki field, often being sent in long, arduous missions.
Je'endii Training
At 3rd level, your Je’endii training grants you the following benefits:
- You gain proficiency with the longsword and the rapier.
- You have advantage on Wisdom Saving Throws.
- When you use your Patient Defense, you also gain advantage on Strength, Constitution, Intelligence, and Charisma Saving Throws.
- You gain the Mage Hand cantrip if you don't already know it. You can control the hand as a bonus action, the hand is invisible, and it requires no verbal component.
Reaching Arm
When you reach 6th level, you can empower your Mage Hand cantrip using ki points. The different options are listed below. You can combine options which are used upon casting by adding their cost in ki points together, and subsequently use other options as actions whenever you choose to.
- You can spend 1 ki point to cast it as a bonus action.
- When you cast it, you can spend 1 ki point to add your monk level to its duration in minutes.
- When you cast it, you can spend 1 ki point to add 5 times your monk level to its range in feet. Doing so allows you to move the hand 30 feet in any direction up to this distance without it vanishing.
- When you cast it, you can spend 1 ki point to add 5 times your monk level to its carrying capacity in pounds.
- As a bonus action, you can spend 1 ki point to add 5 times your monk level to the number of feet you can move the hand each time you move it.
- As an action, you can spend 1 ki point to hurl an object the hand can carry at a creature and make an improvised thrown weapon attack. You are proficient with this attack and use your Wisdom modifier for the attack and damage rolls.
- As an action, you can spend 2 ki points to make a choke attack against a creature within 5 feet of the hand. You use your Wisdom modifier + proficiency bonus for the attack roll and your Martial Arts die + your wisdom modifier for the damage roll. If you hit, the creature has to make a Constitution Saving Throw. The DC equals 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the creature becomes restrained by the hand and can attempt to break free at the end of each of its turns with a Wisdom Saving Throw against your DC. You must concentrate to maintain the restraint and can’t control the hand in any way on your subsequent turns until the grapple is broken.
Three-Dimensional Grasp
Starting at 11th level, you can cast the spell Telekinesis at 5th level once using Wisdom as your spellcasting ability. Once you use this trait, you can’t do so again until you finish a long rest.
Additionally, you gain the two following actions you can use spending ki points. Even though they don’t count as an attack action, you can still use you Flurry of Blows as normal after you use these traits.
Ki Push. You can spend 1 ki point to attempt to shove a creature away from you. As an action, you choose one Large or smaller creature within 30 feet of you that you can see. Make a Wisdom check adding your proficiency bonus contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you push the creature 10 feet away from you.
Ki Pull. You can spend 1 ki point to attempt to attract a creature closer to you. As an action, you choose one Large or smaller creature within 30 feet of you that you can see. Make a Wisdom check adding your proficiency bonus contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you pull the creature 10 feet closer to you.
Pure Energy
Starting at 17th level, you can channel the surrounding ki field into melee weapons that deal piercing or slashing damage, transforming its blade(s) into pure energy. As an action, you can cause the melee weapon(s) you’re holding to gain the following benefits.
- The weapon sheds bright light in a 5-feet radius and dim light for another 5 feet.
- The weapon’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage if it isn’t already.
- The weapon deals additional force damage equal to your Wisdom modifier on each of its hits.
- Whenever a creature within 5 feet of you attacks you, it receives force damage equal to your Wisdom modifier.







Comments