Base Class: Monk
Monks who follow the way of the Psionic Mind believe that the meditative and martial arts discipline is a route to unlock secrets of cosmic horror. These monks glimpse the Far Realm and bring back secrets of its aberrant terror. Certain psionic orders study and safeguard their newfound powers, using them to identify and eliminate threats to their home plane. Others seek to use the secrets they have gleaned to enforce their will on the world.
Psionic Bond
When you choose this tradition at 3rd level, you learn to bond your psionic powers to a weapon of your choosing. This ritual process takes one hour, and to enact this ritual, you must have one weapon of your choice within reach throughout the ritual.
Once you have bonded to the weapon, it is considered a Monk Weapon and a Psionic Weapon for you. If the weapon requires ammunition, it magically produces it, though the weapon is not considered magical. As long as you and the weapon are on the same plane of existence, you can magically summon it to your hand as a bonus action.
You can perform this bond with any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You are considered proficient with your Psionic Weapon, regardless of if you are normally proficient with that weapon type.
You can only have one weapon bonded in this manner. If you attempt to bond to another weapon, you must break the bond with the first.
Student of the Mind
Your meditation has filled you with psionic potential, manifest as Psionic Powers, which are detailed at the end of this subclass. When you choose this tradition at 3rd level, you learn the Psionic Daggers power as well as two additional Psionic Powers of your choice. You learn one additional power at 6th, 11th, and 17th levels.
Whenever you gain a level in this class, you can replace one Psionic Power that you already know with a different power. However, you cannot know more than one 17th level Psionic Power at a time.
Psionic Weaponry
Certain Psionic Powers enable you to create weapons. Any weapon created with a Psionic Power, as well as the bonded weapon from your Psionic Bond trait, is considered both a Monk Weapon and a Psionic Weapon for you. Certain Psionic Powers only function if you are using a Psionic Weapon. A Psionic Weapon uses your Martial Arts damage die unless it is the Psionic Weapon from your Psionic Bond feature, in which case it utilizes either its normal damage die or your martial arts die (your choice).
As long as a Psionic Weapon is manifested, you can summon the weapon to your hand as a bonus action. The weapon is not considered magical for the purposes of overcoming resistance and immunities to non-magical attacks until you reach 6th level in this class.
Certain abilities allow you to substitute one of the unarmed strikes granted by your Flurry of Blows with an attack using a Psionic Weapon. Regardless of the number of Psionic Weapon abilities you have in this class, you can only substitute one of the two unarmed strikes per turn, unless the second substitution is an attack with your Psionic Daggers.
Casting Psionic Spells
Some Psionic Powers allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. Wisdom is your spellcasting ability for these powers.
To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. If the Psionic Power ability explicitly states a difference in the activation, casting, or other capabilities of a spell, the rules of the Psionic Power override the parallel rule for that spell.
Certain Psionic Powers specify differences in how a spell is cast. For instance, the Dominate Mind power enables you to cast Dominate Person differently than normal. Instead of casting the spell as an action, you cast it when hitting a creature with a Psionic Weapon attack. As such, you could cast this spell as part of your Attack action or Bonus action. However, if you are unable to hit the creature, you would likewise be unable to cast this spell.
Magical Psionic Weaponry
Beginning at 6th level, your expanded psionic powers provides your weaponry with additional potency. Any Psionic Weapon is considered magical for the purposes of overcoming resistances and immunities to non-magical attacks.
Psionic Propulsion
Starting at 11th level, your psionic realization enables you to telekinetically move yourself or another creature. As a bonus action on your turn, you can expend 3 Ki points to target yourself or another willing creature that you can see within 30 ft of you. The chosen creature gains a flying speed equal to your walking speed.
This fight lasts until the end of your current turn (if granted to you) or until the end of the creature's next turn (if granted to another creature). If the flight ends while the target is aloft, they fall.
Psionic Mastery
Starting at 17th level, your mental discipline has enabled you to more simply manifest your Psionic Powers. Whenever you utilize one of the Psionic Powers granted by your Student of the Mind feature, the power costs 1 less Ki point to utilize, potentially reducing the cost to 0.
This feature can only be used on powers that originally cost 5 Ki points or less. As such, this feature would not reduce the cost to cast Dominate Monster from the Dominate Will Psionic Power, but it would reduce the cost if you were to expend Ki points to give the target disadvantage on the saving throw against taking damage from your Psionic Weapon attacks.
Psionic Powers
Powers are listed in alphabetical order. If a power lists a level requirement, you must be at that level in this class to choose it.
When you first choose this tradition at 3rd level, you learn the Psionic Daggers power as well as two additional psionic powers of your choice. You learn one additional power at 6th, 11th, and 17th level.
Aberrant Blade
17th level required
You expend 8 Ki points to call forth a Psionic Weapon that pulls power from the Far Realm. As a bonus action, you cause this blade to appear in an unoccupied space within 60ft of you. The blade lasts for one minute as long as you maintain concentration (as if concentrating on a spell).
As part of the bonus action used to create this blade, and as a bonus action on subsequent turns, you can move the blade up to 30ft and cause it to attack. The blade deals force damage equal to 2d12 + your Wisdom modifier. If you spend a Ki point to use Flurry of Blows, you can substitute one unarmed attack with the use of this blade.
Once you use this ability, you cannot use it again until you complete a long rest.
Aberrant Terror
6th level required
You have learned to channel the power of your mind outwardly, which causes those around you to be frightened or charmed. You can spend 3 Ki points to cast either Fear or Hypnotic Pattern.
You can utilize your Abberant Terror ability a number of times equal to your proficiency bonus, after which you must complete a long rest to be able to cast the spells again.
Armored by the Will
You expend 1 Ki point to cast either Mage Armor or Shield of Faith.
You can utilize your Armored by the Will power a number of times equal to your proficiency bonus, after which you must complete short or long rest before being able to cast the spells again.
Clench of the Iron Will
11th level required
You spend 5 Ki points to cast Telekinesis. Once you have cast this spell, you cannot cast it again until completing a short or long rest.
Dominate Mind
11th level required
Your psionic attacks cut into the mind of humanoid foes, enabling you to exert your will over them. When you hit a target that is within 60ft of you with a Psionic Weapon attack, you can expend 5 Ki points to cast Dominate Person on the target instead of dealing damage. The casting of this spell does not require verbal or somatic components.
As long as the creature remains dominated by you, if you hit it with a Psionic Weapon attack, you can expend 2 additional Ki points to give the target disadvantage on the saving throw it makes against the spell due to taking damage.
Once you have used this ability, you cannot use it again until you complete a short or long rest.
Dominate Will
17th level required
Your psionic attacks cut into the mind of foes, enabling you to exert your will over them. When you hit a target that is within 60ft of you with a Psionic Weapon attack, you can expend 8 Ki points to cast Dominate Monster on the target instead of dealing damage. The casting of this spell does not require verbal or somatic components.
As long as the creature remains dominated by you, if you hit it with a Psionic Weapon attack, you can expend 3 additional Ki points to give the target disadvantage on the saving throw it makes against the spell due to taking damage.
Once you have used this ability, you cannot use it again until you complete a long rest.
Empowered Strike
11th level required
Once per turn, when you hit a creature with an attack using a psionic weapon, you can expend up to 3 Ki points to empower the strike. The target takes an additional Martial Arts die of damage per Ki point spent.
Follow the Blade
11th level required
When you manifest your psionic daggers, you gain the ability to teleport with them. In place of one or both of your normal flurry of blows attacks, you can choose to throw the dagger at an unoccupied space you can see within 30ft of you. You immediately teleport to the chosen location.
Invade Mind
6th level required
As an action, you expend 3 Ki points to you use your psionic powers to invade the mind of one creature you can see within 60ft of you. The creature must make a Wisdom saving throw. On a failure, you learn one of the following:
- Any resistances, immunities and vulnerabilities the creature has.
- The creature’s general attitude towards you and your allies.
- One specific plan the creature plans to carry out in the next day.
Alternatively, you can attempt to find the answer to a specific question by posing it to the DM. The DM has latitude in determining if the answer is too closely guarded by the creature to learn. A target that is protected against divination magic or against Aberrations, such as by the Protection from Evil and Good spell, is likewise protected against this ability.
A creature that succeeds on the saving throw is immune to your probing for the next 24 hours.
Mind Blade
6th level required
The first time on your turn that you hit a creature with a psionic weapon attack, the target takes an additional 1d6 psychic damage.
Mind Blast
17th level required
You have learned to channel your psionic energy into a deadly burst that leaves your opponents helpless. As an action, you expend 8 ki points to magically emit psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 4d6 + your Wisdom modifier in psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and is not stunned.
When you use this ability, you can designate creatures to be unaffected by this ability. You must spend one additional Ki point per creature. The Psionic Mastery feature cannot reduce the Ki cost of designating creatures to be unaffected by this ability.
Once you have used this ability, you cannot use it again until you complete a long rest.
Mind of Ultimate Calm
11th level required
You have resistance to Psychic and Force damage, and you cannot be Charmed or Frightened.
Mind Unbroken
When you fail a check to maintain concentration on one of your psionic powers, you can spend a Ki point to roll a martial arts die and add that to the roll, potentially changing the result.
Project Weapon
6th level required
Your telekinetic prowess enables your weapons to strike without the aid of your hands. As a bonus action on your turn, you can move a psionic weapon up to 30ft feet and have it make an attack within the weapon’s range. After making the attack, the weapon immediately returns to you.
Unless you used Project Weapon to make an attack with a Psionic Net, you can also expend a Ki point to use Flurry of Blows, replacing one of your unarmed strikes with the attack with the projected weapon.
Psionic Blade
You expend 1 Ki point as a bonus action to create a spectral melee weapon that lasts for 1 minute. The weapon deals bludgeoning, piercing, or slashing damage (chosen by you when you activate the ability) equal to your Monk Martial Arts die.
Psionic Bow
You expend 1 Ki point as a bonus action to create a spectral bow that lasts for 1 minute, has a range of 80/320 ft, and deals piercing damage equal to your martial arts damage die. It creates ammunition magically but is not considered a magical weapon.
Psionic Daggers
When you expend a Ki point to use your Flurry of Blows, you can choose to manifest up to two psionic daggers. You can replace either of the unarmed strikes granted by your Flurry of Blows with a ranged or melee attack with these daggers. The daggers disappear immediately after your turn.
Psionic Net
6th level required
You expend 3 Ki points as an action to create a Net that lasts for 1 minute. As part of the action to create the net, you are also able to make an attack with it. The AC and the DC to break the net are equal to your Ki save DC.
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check against your Ki DC, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net also frees the creature without harming it. This destroys the net, but you can resummon it as a bonus action without spending additional Ki points, provided it has been 1 minute or less since you first activated the ability.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Rend Mind
6th level required
Once per turn, when you hit a target that is within 90ft of you with a Psionic Weapon attack, in place of dealing damage, you can expend 3 Ki points to cast Confusion or Compulsion, targeting only that creature.
You can utilize your Abberant Terror ability a number of times equal to your proficiency bonus, after which you must complete a long rest to be able to cast the spells again.
Telekinesis
As an action, you expend 1 Ki point to target an object that is not being worn or carried that you can see within 30ft of you. Provided the object weighs no more than 2 * your monk level, you are able to move the object telekinetically. This ability lasts a number of minutes equal to your Wisdom modifier (minimum of 1) as long as you maintain concentration (as if concentrating on a spell). The ability ends early if the object moves more than 30 ft from you.
Telepathy
As an action, you form a telepathic link with one creature you can see within 30ft of you. You and the creature are able to understand each other, provided both have an Intelligence score of 3 or higher, regardless of if you normally share a language. This connection lasts for a number of minutes equal to your Wisdom modifier. It ends early if you are Incapacitated, use this ability on another creature, or choose to end it (no action required). The other creature can also choose to sever the link as an action by making a Wisdom (Insight) check against your Ki save DC.
Weightless Thought
You spend 1 Ki point to cast either Jump or Levitate.
You can utilize your Weightless Thought power a number of times equal to your proficiency bonus, after which you must complete short or long rest before being able to cast the spells again.
Whispers of Thought
Your connection with the aberrant spirits of the world enables you to sense and create whispering thoughts. You can spend 1 Ki point to cast Detect Thoughts or Dissonant Whispers.
You can utilize your Whispers of Thought power a number of times equal to your proficiency bonus, after which you must complete short or long rest before being able to cast the spells again.
Comments