Monk
Base Class: Monk

Where Arcanists of all types use their gifts and studies to tap into the arcane lines connecting the elements of the material plane; Psionicists push against the boundaries of the astral plane to impose their will upon reality... Practitioners of the Psionic Hand, spend hours training their bodies to handle the strain of connecting so closely to the astral plane, and their minds to send ripples into the boundary and change reality. A master of the Psionic Hand's manipulation of reality and its surroundings is so complete that they can fight a duel while enjoying a cup of tea.

Psionic Hand

3rd-level Way of the Psionic Hand feature

Starting at 3rd level, you can psionically assault your enemies by manifesting your psionic power into a floating magical hand.

As a bonus action, you can spend 1 ki point to cast the mage hand without verbal or somatic components. You can use your Attack action with to make an attack with the mage hand. The strikes you make with the hand can use your WIS modifier in place of your STR or DEX modifier for the attack and damage rolls, and their damage type is force. You are proficient with it, and it uses your Martial Arts dice for damage.

In addition, you can try to telekinetically shove one creature you can see within 30 feet of you when you make an Attack with the psionic hand. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + Wisdom Modifier) knocking them prone, or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

You may use this feature a number of times equal to your proficiency bonus and regain all expended uses after a Long Rest.

Touch of Mental Clarity

6th-level Way of the Psionic Hand feature

You can administer mental clarity and focus with a touch, and if you feel it’s necessary, you can use that touch to wreak havoc on another mind.

When you touch another creature, you can also end one disease or one of the following conditions affecting the creature: blindeddeafened, frightenedparalyzedpoisoned, or stunned. You can use this feature a number of times equal to your proficiency modifier and regain all expended uses after a long rest.

In addition, when you make an attack with your Psionic Hand feature, you may expend 2 Ki points to cast the inflict wounds spell. You may expend additional Ki points to cast the spell at a higher level. When you do, the spell’s level increases by 1 for each additional ki point you spend. At 6th level in this class you can spend one additional ki point, at 11th level you can spend 2, at 13th level you can spend 3, at 17th level you can spend 4 additional ki to increase the spell's level.

Improved Psionics

11th-level Way of the Psionic Hand feature

At 11th level, you gain greater control of your psionic abilities. You can expend 4 Ki points cast arcane hand as a bonus action without requiring components. While you maintain concentration on the spell, you may use your Attack action to move and make an attack with the Arcane Hand as per the rules of the spell. You can spend additional ki points to cast the spell as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. At 11th level in this class you can spend one additional ki point, at 13th level you can spend 2, at 15th level you can spend 3, at 17th level you can spend 4 additional ki to increase the spell's level.

In addition while you maintain concentration on the spell, you may also use you Touch of Mental Clarity feature with either your mage hand, or your arcane hand psionic features.

Strike of the Psion

17th-level Way of the Psionic Hand feature

At 17th level, you gain the ability to set up lethal anguish into a creature's mind. When you hit a creature with one of your psionic hand features, you can spend 3 ki points to push a mote of psionic energy into that creatures mind, which lasts for a number of days equal to your monk level. This mote is harmless unless you use your action to release the condensed psionic energy. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 psychic damage.

You can have only one creature under the effect of this feature at a time. You can choose to release the mote harmlessly without using an action.

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