Base Class: Monk
Monks of the Way of the Unlocked Mind strive to perfect their minds as well as their bodies. With intense meditation and discipline monks of this order learn to harness the untapped potential of the dormant mind. Through the perfection of self, they unlock the ability to project their attacks, manipulate the physical world, and greatly augment their physical prowess.
Strength of Will
Starting when you choose this tradition at 3rd level, your attunement to your budding psychic abilities augments your physical strength.
You may use your Wisdom score instead of your Strength score to calculate your jump distances.
You gain a bonus to all Strength saving throws and ability checks equal to your Wisdom modifier.
Projected Fist Technique
Starting when you choose this tradition at 3rd level, you learn how to project the energy of your attacks across open space, sending invisible waves of force at your foes. Your monk weapons and unarmed strikes are augmented in the following ways:
- They gain the Reach property. Their reach increases by an additional 5 feet at levels 6, 11, and 17.
- Starting when you reach level 6, you may have attacks with these weapons deal Force damage instead of their normal damage type.
A creature able to see invisible objects or creatures sees a compacted blue line of force originating from you that travels at incredible speed when you attack at a distance using this feature.
Impaling Force
At 6th level, you gain the ability to form powerful lines of concentrated force energy, allowing you to impact multiple enemies at once.
When you would make an unarmed attack granted to you by the Attack Action or Flurry of Blows, you may instead expend 1 Ki Point to use Impaling Force.
You create a solid impaling line of force, originating from you out to a distance equal to the maximum reach of your unarmed strikes.
Each creature in the line must make a Dexterity saving throw. On a failure, a creature takes Piercing damage to your Martial Arts die+your Wisdom modifier as a spear of solidified force passes through it. This damage is magical for the purposes of overcoming immunities and resistances.
Grasp of the Unlocked Mind
Beginning at 11th level, you can manipulate the world around you using only your willpower.
You may expend 2 Ki Points as an Action to cast Telekinesis without providing verbal components. When cast in this way, the duration is reduced to 1 round. Wisdom is your spellcasting ability for this spell.
The use of this feature is considered an Attack Action for the purposes of your Monk class abilities.
Explosive Strike
At 17th level, you gain the ability to create precise explosions of foreceful energy.
When you hit a creature with an unarmed strike, you can spend 2 Ki Points to attempt an Explosive Strike. You may not attempt both an Explosive and Stunning Strike with the same attack.
The target must suceed a Strength saving throw or be pushed up to 50 feet directly away from you in a straight line.
If you are within 5 feet of the target you may push them in any direction instead, as long as the trajectory remains a straight line. A Large or smaller creature may be pushed straight upward in this way, up to 25 feet.
This movement ends early the first time the target makes contact with an creature, object, or obstacle (such as a wall) of a size at least one size category smaller than the target.
If a target’s movement is stopped in this way, it suffers 1d4 Force damge for every 5 feet it traveled. A creature does not suffer this damage if it’s movement is stopped as a result of falling, but suffers damage from the fall instead.
If the target moves through the space of another creature or its movement is stopped due to contact with another creature, that creaure must succeed a Dexterity saving throw. On a failed save, they suffer 1 d4 Force damage for every 5 feet the target traveled. An object contacted in this way takes the same damage automatically.







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Posted Jul 4, 2019For the "Strength of Will" bonus, why not make it Strength OR Dexterity? Due to the monk's versatility between the two abilities, I think it would be fitting to give the player that choice. Jumping is fine, but I just wanted to put my two cents in on the Wisdom bonus