Base Class: Monk
Guidance of Mind Technique
Starting when you choose this tradition at 3rd level, you earn Mind Points that scale with your level to a maximum of 10, you can use these points with your ki points to help you in times of need. Whenever your out in your adventures, you can use your Mind Points to give yourself advantage on Investigation, Survival, History, Religion, and Arcana checks. You only gain this advantage once and you need to spend another Mind Point to gain this advantage again. And whenever you hit an enemy with your flurry of blows, you can spend 1 Mind Point to add 2d4+2force damage. At 5th level this becomes 2d6+2, at 8th level becomes 2d8+2, and finally at 11th level it becomes 2d10+2. You regain all of your Mind Points similarly to how Ki Points are regained.
One With the Mind
At 6th level, your mind has developed to become even more stronger and useful in battle. You gain the ability to imbue you and your punches with psychic energy. As a bonus action, you can use 2 Mind Points to empower your fists with psychic damage for 1 minute. The dice you roll for your unarmed strikes will be the same but replaced with psychic damage however when you use your three main ki point moves, they will be empowered such as the following:
- Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- One With the Mind State: You get to make 3 unarmed strikes rather than 2 on your flurry of blows.
- Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- One With the Mind State: You can use a reaction to make the first attack that will hit you immediately miss.
- Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- One With the Mind State: When you take the Disengage action, you disengage out of battle so precisely the enemies arrogance lost hold of their intellect. You become invisible until you finish moving and your image reappears at the start of your turn.
Intellect Manifestation
Beginning at 11th level, your mind's intellect is now strong enough to become physical manifestations that only you can see in battle. Whenever you take the attack action you can use 2 Mind Points to manifest 2 Psychic Fists made out of psychic energy and they make separate attacks, their to hit is your wisdom or intelligence modifier + proficiency modifier and their damage is 2d8+5 psychic damage as they strike for your enemies mind directly instead of their physical form. You can spend 1 or more Mind Points to manifest more Psychic Fists to aid you in battle.
If an enemy is below 25 hit points it must succeed on a DC 8 + wisdom modifier + proficiency modifier or its mind collapses on itself and dies immediately.
Mind Unbound
At 17th level, the will of your mind defies death for but a brief moment. If you take damage that reduces you to 0 hit points, you can use your reaction to become your own spirit that lays dormant within you and your mind to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. If you have no reaction available, you can choose to use 5 Mind Points instead.
Once you use this feature, you can’t use it again until you finish a long rest.
Guidance of Mind Technique
Guidance of Mind Technique
Starting when you choose this tradition at 3rd level, you earn Mind Points that scale with your level, you can use these points with your ki points to help you in times of need. Whenever your out in your adventures, you can use your Mind Points to give yourself advantage on Investigation, Survival, History, Religion, and Arcana checks. You only gain this advantage once and you need to spend another Mind Point to gain this advantage again. And whenever you hit an enemy with your flurry of blows, you can spend 1 Mind Point to add 2d4+2 force damage. At 5th level this becomes 2d6+2, at 8th level becomes 2d8+2, and finally at 11th level it becomes 2d10+2. You regain all of your Mind Points similarly to how Ki Points are regained.
Mind Points
you earn Mind Points that scale with your level to a maximum of 10, you can use these points with your ki points to help you in times of need. Whenever your out in your adventures, you can use your Mind Points to give yourself advantage on Investigation, Survival, History, Religion, and Arcana checks. You only gain this advantage once and you need to spend another Mind Point to gain this advantage again. And whenever you hit an enemy with your flurry of blows, you can spend 1 Mind Point to add 2d4+2force damage. At 5th level this becomes 2d6+2, at 8th level becomes 2d8+2, and finally at 11th level it becomes 2d10+2. You regain all of your Mind Points similarly to how Ki Points are regained.
One With the Mind
At 6th level, your mind has developed to become even more stronger and useful in battle. You gain the ability to imbue you and your punches with psychic energy. As a bonus action, you can use 2 Mind Points to empower your fists with psychic damage for 1 minute. The dice you roll for your unarmed strikes will be the same but replaced with psychic damage however when you use your three main ki point moves, they will be empowered such as the following:
- Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- One With the Mind State: You get to make 3 unarmed strikes rather than 2 on your flurry of blows.
- Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- One With the Mind State: You can use a reaction to make the first attack that will hit you immediately miss.
- Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- One With the Mind State: When you take the Disengage action, you disengage out of battle so precisely the enemies arrogance lost hold of their intellect. You become invisible until you finish moving and your image reappears at the start of your turn.
Intellect Manifestation
Beginning at 11th level, your mind's intellect is now strong enough to become physical manifestations that only you can see in battle. Whenever you take the attack action you can use 2 Mind Points to manifest 2 Psychic Fists made out of psychic energy and they make separate attacks, their to hit is your wisdom or intelligence modifier + proficiency modifier and their damage is 2d8+5 psychic damage as they strike for your enemies mind directly instead of their physical form. You can spend 1 or more Mind Points to manifest more Psychic Fists to aid you in battle.
If an enemy is below 25 hit points it must succeed on a DC 8 + wisdom modifier + proficiency modifier or its mind collapses on itself and dies immediately.
Mind Unbound
At 17th level, the will of your mind defies death for but a brief moment. If you take damage that reduces you to 0 hit points, you can use your reaction to become your own spirit that lays dormant within you and your mind to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. If you have no reaction available, you can choose to use 5 Mind Points instead.
Once you use this feature, you can’t use it again until you finish a long rest.







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