Base Class: Monk
Way of the needle
Psionic needle
3rd-Level Way of the needle Feature
Psionic needle. For every ki point spent you gain the ability to create 3 psionic needles. These needles are capable of targeting pressure points from a long range. On a hit the target takes piercing damage and suffers from one of the following random effects.(roll 1d6)
- Blood Poisoning. You do an addition 1d6 poison damage. the target must succeed on a DC 15 Constitution saving throw or be poisoned. At the start of each of your turns, you take 2d6 poison damage.
- Stun. The enemy becomes stunned for one round per needle.
- Dizzy. The target becomes dizzy and falls prone. it has disadvantage on dex checks and saves for 1 round.
- Blinded. The target becomes temporary blinded for a number of turns equal to a number of needles used in the effect. (has no effect on creatures with blind-sight)
- Bleeding. At the end of the next turn the enemy receives the same damage equal to the damage caused by this attack
- Ki leech. For each needle used you absorb class resources (ki points, sorcerer points, Superiority Dice, etc.) or spell slots equal to the needles used
Elemental needle
3rd-Level Way of the needle Feature
You can create an elemental needle. When you take the Attack action on your turn, you can replace one of your attacks with an elemental needle attack. You choose the damage type for your elemental needle: acid, cold, fire, lightning, or poison. Each creature hit must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Needle stitch
6th-Level Way of the needle Feature
When you use your needle stitch, you send one psionic needle into a creature that has died within the last minute. Sealing all of the creature's wounds, that creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Weaving wasp needles
11th-Level Way of the needle Feature
As a bonus action you create weaving wasp needles:
Weaving wasp needles. A needle that hits a Large or smaller creature flies around it for 1 minute or until the creature falls to 0 hit points. If both needles fly around the same creature, they spin a magical thread that binds and restrains it. The creature is restrained until freed or until you take a bonus action to speak the needles’ command word to release it. A creature can use its action to make a DC 18 constitution check, freeing itself or another creature within its reach on a success.
Once you create these needles, you can’t create them again until you finish a long rest, unless you expend 3 ki points to create them again.
Essence extraction
17th-Level Way of the needle Feature
You can create a curved psionic needle connected to a string made from your own essence. If you make an attack with this needle the target must make a Dexterity saving throw (DC 20). On a hit the target has most of their essence extracted from their body, losing access to any abilities gained from their class.







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