Monk
Base Class: Monk

The Way of the Open Mind focuses on the power of the mind over the power of the body. There is a larger focus on refining your mental aptitude as well as your physical body. As such you are able to attack with your mind as well as your body. This can be used to send your thoughts to others, as well as read the thoughts of others. 

However, the tradition also emphasizes the value of efficient communication and the importance of each person's individual thoughts and ideas. The teachings of scholars and professors are just as important as the teachings of martial instructors.

Knowledge of Ki

You have learned not to just reach out and feel the ki of others, but you have also studied the origins and flow of ki extensively. This allows you to control and direct ki better than other monks. You can use your Intelligence modifier in place of your Wisdom modifier for your ki save DC and for affecting your Unarmored Defense.  

 

Additionally, you learn a language and gain proficiency in two of the following skills: Animal Handling, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion, or Religion.

Spellcasting

Studying the Way of the Open Hand requires studying not only marital arts but also the arcane effects of mind influencing magic. You can use this magic to aid you with your telepathic powers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: message and two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Way of the Open Mind Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment, illusion, or abjuration spells on the wizard spell list.

The Spells Known column of the Way of the Open Mind Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment, illusion, or abjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment, illusion, or abjuration spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Way of the Open Mind Spellcasting

Monk

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Telepathic Connection

At 3rd level, you gain access to Telepathic Connection.

As as action, you can expend a ki point to extend your mind and attempt to open a channel of communication with a being within your telepathy range that you can see. Once you have established the link line of sight is no longer you required. The channel lasts for 10 minutes or until they exit your telepathy range. The channel can be broken as a bonus action on your turn. You can communicate telepathically with beings with an Intelligence of 4 or greater. This communication does not transcend language barriers, and if a being does not know any languages or does not share any languages with you, it is only capable of transmitting emotions and vague ideas and concepts (happy, sad, scared, together, apart, etc). While you are telepathically linked to a person, you become aware of their emotions and have advantage on Insight checks against the target for the next minute. This does not allow you to read their minds, nor does this allow the target to read your mind. Only deliberate thoughts intended to be heard by the other can be communicated. As such, attempting to establish a telepathic link with any creature that is unconscious or otherwise mentally incapacitated will fail. 

If a being does not wish to telepathically communicate with you, they may attempt an Intelligence saving throw against your ki save DC. On a success, you are unable to attain any information or communicate with them in any way via telepathy. On a failure, you establish a telepathic link as normal. A creature you open a telepathic connection with will know they are communicating with you, unless you wish to try and obscure your mental identity by making a Deception check contested by an Insight check.  

This telepathy has a range of 30 feet. This increases to 45 feet at 6th level, 60 feet at 10th level, 90 feet at 14th level, and 120 feet at 18th level. 

At 6th level you are able to link your mind with others.

As a bonus action, you can spend three ki points to attempt to link your mind with a creature within your telepathy range that you can see. They must make an Intelligence saving throw against your ki save DC. A creature can choose to fail if they wish to. On a success, you only get a slight look into their mind before they block you out, granting you advantage on your next strike against the target. You can not attempt to mind link this creature for the next 8 hours. On a failure, the creature becomes mentally linked with you. A creature that you are linked with is unable to intentionally lie to you when communicating through telepathy. Additionally, both creatures are aware of the others location as long as the link is maintained. If one of the linked creatures takes psychic damage while linked, you can use your reaction to have the other linked creature take the damage instead. Concentration is required to maintain this link on the part of the monk.

If you are linked with a creature you are friendly with, you are able to share knowledge and expertise with each other with ease. When linked, whenever one of you makes a skill check using one of the mental abilities (Intelligence, Wisdom, or Charisma) the roll can be made using the highest skill modifier between the linked creatures. Additionally, you can channel your senses into them so that they are able to see and hear what you hear if the creature consents. Doing so leaves the linked target stunned so long as they experience your senses. 

While in combat, you have advantage to attack rolls against the target you are linked to as you know how they will react to your attacks. Additionally, when the creature you are linked to takes damage, you may use your reaction to deal additional psychic damage based off your Martial Arts die as you lash out with your mind to amplify a blow. Whenever you deal damage this way, the creature can repeat the saving throw against the link, with a success breaking the mind link. A creature can also use a bonus action on its turn to attempt to break the mental link, or once per minute while out of combat.

The link can be broken as a bonus action on your turn, or if the creature you are linked with leaves your telepathy range or falls unconscious. Additionally, when either creature in a link dies or falls unconscious as a result of taking damage, the other linked creature takes half of the damage that was dealt in that attack as psychic damage as the bond is forcibly broken.

You may only have one creature linked at a time. 

Mental Lockout

At 11th level, you are able to complete overtake another person's mind.

As an action, you expend 6 ki points as you incur a level of exhaustion to attempt to completely overwhelm another creature's mind as if you had cast the spell dominate person. You must be able to see the target and they must be within your telepathy range. The target must make an Intelligence saving throw against your ki save DC. On a success, the creature takes 2d12 psychic damage. On a failure, you can chose to overtake the creature or lock them out of their own body.

Upon locking the creature out of their own body, they suffer 4d12 psychic damage as you separate their mind from their body. The creature is paralyzed until the end of your next turn.

Upon overtaking the creature, your body falls incapacitated as your mind exits your body. You have full control over the target of Mental Lockout. The creature can make an Intelligence saving throw against this effect once every minute or each time it takes damage. After three successful saves, the creature takes control of its body again. Both you and the creature will be stunned for the remainder of the round. When using Mental Lockout in this way, the duration is an hour.

You are aware of everything that the creature has done in the past 24 hours and have the same general knowledge of the creature you have overtaken. Your stats become those of the creature you are controlling. You can roll up to three Investigation checks to search for specific aspects, memories, etc. of the creatures past, with a DC decided by your DM depending on the information you are looking for, with each attempt taking about 5 minutes. A creature can discern that the creature you are controlling is being controlled by an outside source if they succeed on an Insight check with disadvantage against your ki save DC.

You can choose to end the effect as an action on the turn of the creature you are overtaking. If the effect ends and you are not within the telepathy range of your body, you take an additional 3d4 psychic damage as your mind returns to your body. You are aware of your body taking damage only if you are within telepathy range of your body. If you die while you are overtaking a creature, the effect of this ability ends and the creature you are controlling takes 10d10 psychic damage as your mind is destroyed while inside their body. If the creature you are overtaking dies, you take 10d10 psychic damage as you experience the death of the creature's body and then are torn back to your own body. 

This ability can be used once per long rest.

Master of the Mind

At 17th level, you have mastered your own mind and others find it difficult to influence you. You can also help others clear their minds.

You become immune to effects that would either charm or frighten you and you can see through illusions. Additionally, you have advantage on saving throws against any spells that attempt to influence your mental state (spells such as suggestion, command, feeblemind, etc.) and you are aware of any magic attempts detect your thoughts or pinpoint your location. You do not know the location or identity of who cast those spells unless they are within your telepathy range. 

You can spend your reaction and 3 ki points to cure a number of allies equal to your INT modifier within your telepathy range of either the charm or frightened effect.

Additionally, mind link no longer requires concentration.

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