Base Class: Monk
The powers of the mind are many and varied, indeed, yet the discipline required to utilize some of them is nearly ascetic in its virtue. This is particularly the case with the rigorous disciplines of Psychometabolism, literally the fine control of one's body to a supernatural extent using the power of one's psychic mind. This is why only monks (or those of a similar bent of training methodologies) enable this particular psionic path, due to the potentially painful, arduous, and rigorous training required. Once mastered, however, this path enables the powers of regeneration from massive trauma, the steeling of one's frame against any environmental rigors, the ability to increase your physical power, speed, and stamina, and much more. Although these monks are often so devoted to their masteries that they remain in monastaries most of their existence, those that venture out into the world make extraordinary adventurers due to their self-sustaining capabilities.
Psionic Power
3rd-level Way of Psychometabolism feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psionic Vigor. You can use psychic energy to toughen your body against harm. As an action, you can expend and roll any number of Psionic Energy dice up to your Proficiency Bonus, and gain temporary hit points equal to the total rolled on the dice plus your Wisdom modifier. These temporary hit points last for a number of minutes equal to ten times your Proficiency Bonus.
Psionic Might. You can propel your monk weapon attacks and unarmed strikes with psionic power reinforcing your musculature. Once on each of your turns, immediately after you hit a target within 30 feet of you with a monk weapon attack or unarmed attack and deal damage to it this way, you can expend one Psionic Energy die, rolling it and dealing damage to the target of the type that weapon or strike deals equal to the number rolled plus your Wisdom modifier.
Sturdy Systems. You are capable of ignoring environmental hazards and airborne toxins that would otherwise debilitate you. Whenever you are in a hostile environment, you may roll and expend a Psionic Energy die as an action to ignore the environmental hazards of that environment such as extreme cold or extreme heat, extreme wind, or other similar effects for a number of hours equal to the number rolled on the die. Additionally, if you are subjected to an airborne toxin, such as that created by the Stinking Cloud spell or a gas trap, you may use a reaction, expend a Psionic Energy die, and roll that die. You gain a bonus to the saving throw of such spells or effects equal to the number rolled on the die.
Egoist Adept
6th-level Way of Psychometabolism feature
At 6th level, you learn how to bolster yourself in powerful new ways with your Psychometabolism powers.
Chameleonism. You learn to magically transform your skin to be the colors of your surroundings, making it much easier to hide. As an action, you can gain a +10 bonus to Stealth checks for 1 minute. You cannot use this feature again until you finish a short or long rest, or until you expend a Psionic Energy die to use it again.
Psychofeedback. You can bolster your Strength, Dexterity, or Constitution scores, at the expense of your Intelligence, Wisdom, or Charisma scores. As an action, roll a Psionic Energy die and choose Strength, Dexterity, or Constitution, then choose Intelligence, Wisdom, or Charisma. You gain a boost to your chosen physical ability score and you also suffer a penalty to your chosen mental ability score equal to the number rolled on the die. This can cause your scores to be boosted to no more than 20, and penalized to no less than 5. If you boost your Constitution with this power, you gain a temporary increase to your hit point maximum appropriate for your new score, then gain that many hit points. This power lasts for 1 minute, and can be used once before you must finish a short or long rest or you expend a Psionic Energy die to use it again.
Hustle. You can psionically boost yourself to gain extraordinary speed and reflexes. As an action, you gain the benefits of the Haste spell cast on yourself. You must maintain concentration to maintain these benefits, as if concentrating on a spell, and they last for up to 1 minute. You cannot use this power again until you finish a short or long rest, or until you expend a Psionic Energy die to use it again.
Psionic Reshaping
11th-level Way of Psychometabolism feature
At 11th level in this class, you become able to transform your physical form into other shapes and forms and also wholly heal yourself using your mental magic and discipline. You gain the powers listed below.
Psionic Shapeshift. You psionically transform your body. As an action, you spend 3 ki points and you gain the benefits of the Polymorph spell on yourself. You must maintain your concentration to maintain these benefits, as if concentrating on a spell, and they last for up to 1 hour. You may use this power once before you must finish a short or long rest to use it again, or you expend a Psionic Energy die and another 3 ki points to use it again.
Restoration. You have learned how to heal and restore your body exceptionally well. As an action, you spend 3 ki points and you roll a Psionic Energy die, then you regain the number of hit points rolled on the die, and if you are missing any limbs or extremities, these regrow immediately. You may expend any number of additional Psionic Energy dice up to your Proficiency Bonus and roll them to regain additional hit points equal to the total rolled on all dice when you use this power. You may use this power once before you must finish a short or long rest or expend another Psionic Energy die and another 3 ki points to use it again.
Fission
17th-level Way of Psychometabolism feature
At 17th level, you learn the penultimate skill of the Egoist, that of making a physical duplicate of yourself for a short time, splitting your body into two physical versions of yourself.
As an action, you can divide yourself, creating a duplicate that comes into existence 5 feet away. Your duplicate thinks and acts exactly as you do and follows your orders, acting on your initiative, although it will not do anything you wouldn’t do yourself. Your duplicate has all your abilities but none of your magical equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and tools, as well as mundane versions of any magical equipment you have). You and your duplicate evenly split your Psionic Energy Dice and ki points, your remaining usages of pertinent special abilities for the day, and remaining spell slots you may have. If the split causes one such split calculation to split unevenly, you retain the higher sum of the split yourself. Your duplicate has all other physical traits you had at the time you use this power. Powers, spells, or other effects affecting you when you manifest this power do not transfer to your duplicate. You must maintain your concentration, as if concentrating on a spell, to maintain your duplicate.
When the duration expires or when you dismiss the power, you and your duplicate rejoin, no matter how far from each other you are. You gain back any Psionic Energy dice and Ki points the duplicate has not spent. At the time of rejoining, you take half of the damage your duplicate has taken since this power was used. This damage could potentially leave you with 0 hit points.
If your duplicate dies before the duration expires, no rejoining occurs, and you suffer 3d6 force damage. If you die, your duplicate remains in existence, and is for all intents you.
You can have only one fissioned duplicate in existence at one time, and your duplicate cannot use this power unless you have died and it for all intents becomes you.
All effects, powers, and spells affecting a fissioned creature, either the original or the duplicate, end when the fission ends. You can use this power once before you must finish a short or long rest or spend 2 Psionic Energy dice to use it again.
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