Monk
Base Class: Monk

Inner peace is a joke. You don't need it. Those who are "at peace" with themselves become weak and vulnerable to the world around them. If you become comfortable with the world around you, it's just a matter of time before something comes to break down the sanctum you have built. Your mind may have been weakened, but your resolve is stronger than ever. As a monk of the Shattered Mind, you have accepted that inner peace is out of your reach, and in that acceptance, you have found strength, and possibly, something else... Maybe that means you let a demon enter your mind, maybe some otherworldly entity now holds your soul, or maybe you just went batshit insane, no matter the method, you have become a force of monstrous strength. 

Soul of Insanity. At 3rd level, you gain the ability to sacrifice your sanity to empower your soul. As a bonus action, you can cause your broken mind to give up its strength and refill your Ki; you take 1d10 psychic damage (which can not be reduced or negated in any way) and you regain a number of Ki points equal to half the damage you take.

Soul Strikes. Also at 3rd level, your last strikes become volatile with the power of your lost mind. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 1 ki point to deal extra psychic damage equal to two rolls of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Crazed Stare. At 6th level, your mind has opened your eyes to see into the minds of the people and the world around you. As an action, you can spend two Ki points to activate your Crazed Stare for the next ten minutes. While activated, you gain the following benefits:

  • Empty Eyes. You have advantage on Charisma (Intimidation) and Wisdom (Insight) checks against Humanoids.
  • 1000-yard Stare. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Fists of Fear. Every time you hit a creature with an attack granted to you by your Flurry of Blows, they must make a Wisdom saving throw or become Frightened of you until your Crazed Stare ends. They may repeat the saving throw every round at the end of their turn. 

Maze of Minds. At 11th level, your mind is lost to you and everyone else. You have resistance to psychic damage and advantage on saving throws against effects that cause you to be frightened, charmed, or have your mind read. If you do still manage to fail on the saving throw, you can use your reaction and expend two Ki points to cause whatever is attempting to impose this condition on you to take psychic damage equal to three rolls of your Martial Arts die. This creature then becomes subject to the effect it had attempted to impose on you, whether that means becoming frightened, charmed, or having its mind read.

Insanity Incarnate. At 17th level, your mind is a volatile source of pain and chaos. As an action, you can expend a number of Ki points (up to a max of half your level) to deal every creature within 30 ft of you (including yourself and your allies) psychic damage equal to a number of d10s equal to the number of Ki points expended. 

Soul of Insanity

At 3rd level, you gain the ability to sacrifice your sanity to empower your soul. As a bonus action, you can cause your broken mind to give up its strength and refill your Ki; you take 1d10 psychic damage (which can not be reduced or negated in any way) and you regain a number of Ki points equal to half the damage you take.

 

Soul Strikes

Also at 3rd level, your last strikes become volatile with the power of your lost mind. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 1 ki point to deal extra psychic damage equal to two rolls of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Crazed Stare

At 6th level, your mind has opened your eyes to see into the minds of the people and deeper into the world around you. As an action, you can spend two Ki points to activate your Crazed Stare for the next ten minutes. While activated, you gain the following benefits:

  • Empty Eyes. You have advantage on Charisma (Intimidation) and Wisdom (Insight) checks against Humanoids.
  • 1000-yard Stare. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Fists of Fear. Every time you hit a creature with an attack granted to you by your Flurry of Blows, they must make a Wisdom saving throw or become Frightened of you until your Crazed Stare ends. They may repeat the saving throw every round at the end of their turn. 

Maze of Minds

At 11th level, your mind is lost to you and everyone else. You have resistance to psychic damage and advantage on saving throws against effects that cause you to be frightened, charmed, or have your mind read. If you do still manage to fail on the saving throw, you can use your reaction and expend two Ki points to cause whatever is attempting to impose this condition on you to take psychic damage equal to three rolls of your Martial Arts die. This creature then becomes subject to the effect it had attempted to impose on you, whether that means becoming frightened, charmed, or having its mind read.

Insanity Incarnate

At 17th level, your mind is a volatile source of pain and chaos. As an action, you can expend a number of Ki points (up to a max of half your level) to deal every creature within 30 ft of you (including yourself and your allies) psychic damage equal to a number of d10s equal to the number of Ki points expended. 

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