Monk
Base Class: Monk

 

The Monks following this tradition train their mind even more than they train their bodies. This has awakened the power to project their mind and Will unto the outside world. The calmness that comes with martial arts creates the ideal mindset to achieve this.  With this comes telekinetic abilities that are used with their martial arts. With more training they can even directly affect the minds of others. Eventually the mind is awakened to the point that they can use these Powers at any time.



Martial Telekinesis

Starting at 3rd level, you can use your mind to project a corporeal hand with which you can use for your martial arts. You know the Mage hand cantrip and can cast it as a bonus action. It counts as an unarmed strike for you and uses your Wisdom modifier for attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. You can use any Ki powers with this feature.

Between Two Minds

Starting at 6th level, you can use your mind to connect to that of another creature. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

You can also use this connection to attack a creature, whether it understands you or not. When you use the Attack Action on your turn you can use this special attack for any attack you make as part of the action. This special attack is a ranged spell attack with a range of 30 feet. It counts as an unarmed strike for you and you add your Wisdom modifier damage rolls. Its damage is psychic, and its damage die is a d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. Instead of rolling for the attack, the target must make a Wisdom saving throw or take the damage. If it rolls a 1 and fails the save, it counts as a critical hit for the attack.

You can use any Ki powers with this feature.

Mental Awakening

Starting at 11th level, you have grown your mind to a point where you can use your mental powers outside of your martial arts. You can use 2 ki points to cast the following spells at their base level: Catapult, Cause Fear, Dissonant Whispers, Detect Thoughts, Mind Spike. Or 3 ki points to cast Dream or Telekinesis.

Mind Break

Starting at 17th level, you can try to break a creatures mind after you hit it with a mind strike. When a creature takes psychic damage from your mind strike you can spend 6 ki points to break its mind. It must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast Spells, activate Magic Items, understand language, or communicate in any intelligible way. The creature can, however, Identify its Friends, follow them, and even protect them. After a Day the creatures intelligence and charisma scores increase by 1. Once both scores are at 5 it understands languages again, at 8 it can again  communicate intelligibly and at 11 it can cast Spells and activate Magic Items once more. The scores cant go beyond its original scores and once both are at that point the creature returns to normal.

On a successful save, the creature becomes confused until it succeeds on a wisdom save, which it can make at the end of its turn. While it is confused it can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6: The creature doesn't move or take actions this turn.

7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10: The creature can act and move normally.

Previous Versions

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