Base Class: Monk
The monk before you exudes an aura of intense focus and mental fortitude. Their eyes seem to glimmer with a bright, otherworldly light, and you can sense a power emanating from them that is not quite of this world.
As a psionic monk, they possess incredible mental abilities that allow them to manipulate the world around them. Their movements are swift and precise, their combat style emphasizing quick strikes and agile movements.
In battle, they utilize their psionic powers to devastating effect, their fists channeling raw energy as they strike their foes. Their psionic abilities allow them to manipulate the battlefield, moving objects with their minds, and creating barriers to protect themselves and their allies.
Their appearance is often striking, with intricate tattoos etched into their skin that glow with a pulsating energy. They move with a fluid grace, their bodies almost seeming to defy gravity as they weave through the battlefield.
Despite their formidable abilities, the psionic monk is often a solitary figure, focused solely on their own path to mastery. They value discipline and mental fortitude above all else, believing that only through rigorous training and mental discipline can they unlock the full potential of their psionic abilities.
In their presence, you feel a sense of quiet intensity, a power that is not easily measured but is nonetheless undeniable. This psionic monk is a force to be reckoned with, and one that should not be underestimated.
Telekinetic Bolt
Starting when you choose this tradition at 3rd level, You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. You can also hurl invisible bolts of magical force.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged attack with a range of 120 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This damage can affect creatures anywhere within range and objects if within 60 feet. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
At 6th level, you can spend 2 ki points to use of this attack on your bonus action.
This feature creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolts.
Psychic Shock
You gain the ability to harness your psychic energy, coalesce it and thrust it into the mind of an opponent to devastating effect. You drive this disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
After you gain 6th level in this class, when you take the Attack action on your turn, you can make the special attack as a bonus action.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Telekinetic Bolt Push and Pull
When you hit a creature with a Telekinetic Bolt, you can either push the creature up to 10 feet away from you or pull it 10 feet towards you. Either option must be in a straight line.
Telepathic Speech
Starting at 6th level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your monk level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Augmented Strikes
You envelop your body and melee weapons in telekinetic energy making them strike with more force. By expending 2 ki points, and using your bonus action, you can initiate this effect which grants an additional 1d6 of force damage on each successful hit. This effect lasts for 1 minute.
Telekinetic Bolt Movement
When you hit a creature with a Telekinetic Bolt, you can move the up to 10 feet in any direction.
Mind Shield
Starting at 11th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Mind Touch
Starting at 11th level, your telepathic speech feature expands in both duration and distance. By expending 3 Ki points you can create a telepathic bond between you and a creature that you are familiar with for a period of 1 hour. The bond works as long as the creature is on the same plane of existence as you are. All of the other restrictions of telepathic speech remain.
Psychic Scream
On your turn you can use your action to expend 5 Ki points to unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Due to the severe stresses that this places of the body and mind of the Monk, this can only be used once per long rest. Additionally, the Monk suffers 1 level of exhaustion that be recovered by the usual means.
Previous Versions
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