Base Class: Monk
A master of illusions who focuses on manipulating their enemies with crippling illusions or mind-altering effects.
Genjutsu Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you take the Patient Defense ability, you can choose to spend an extra ki point impose one of the following effects on that target, the target is immune to these features if its intelligence score is less than 4:
- It must succeed on a Wisdom saving throw or be charmed, while charmed the target is incapacitated.
- It must make a Wisdom saving throw. If it fails, the target is frightened.
- It must make a Constitution saving throw, on a fail the target takes 3 times a roll of your martial arts dice psychic damage, half as much on a success.
You also gain the minor illusion cantrip, if you don't already know it.
Substitution
At 6th level, you gain the ability to substitute with an illusory duplicate of yourself. As a reaction, you can cause an attack to miss by interposing the illusory duplicate to take the attack in your place. You can use this ability {{proficiency#unsigned}} times per long rest.
Temple of Nirvana
Beginning at 11th level, you cause a shower of crow feathers to appear in a 30 foot radius around you. You can choose a number of creatures up to your proficiency bonus, expending a number of ki points equal to the number of creatures targeted. Targeted creatures must make a Wisdom saving throw against your ki save DC. On a fail, the creature falls unconscious for 1 hour, or until it takes damage. On a success, the creature is immune to this effect for 24 hours.
Infinite Tsukuyomi
At 17th level, you gain the ability to set up lethal illusions in someone’s mind. When you take the Patient Defense ability, you can spend 3 ki points to target a creature within 30 feet, and attempt to send their psyche to a demiplane personal to you, making them experience 72 hours of torture in an instant. When you use this action, the creature must make a Constitution saving throw. If it fails, the creature dies. If it succeeds, it takes 10d10 psychic damage.
You can have only one creature under the effect of this feature at a time.
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