Base Class: Monk
Ki is a mysterious substance. Seemingly a byproduct of the soul, a sort of “life energy”, yet also shares an indubitable connection to the space that the material planes reside in, referred to by monks as the ki plane, it is one of, if not the, oldest forms of magic in existence, a type of magic that connects all living things together in a beautiful, psionic web. Rather than remain content simply tapping into the power of ki and applying it to their presence in the material planes, monks of the Way of the True Ki desire to fully immerse themselves in this ancient power, fold it back into their souls and truly become one with it, able to fully exist outside of any material plane, self-mobile and conscious, with a physical form of true ki surrounding their soul; a perfect, self sustaining body.
Their practices into obtaining such a privilege grants monks following the Way of the True Ki access to various psionic abilities as their ki attunes ever higher with the ki plane and the world’s ki.
Mind's Eye
When you choose this tradition at 3rd level, an additional, beautiful eye will appear anywhere you choose on your body. This mind’s eye is what you use to connect your mind, body, and ki to the ki plane, the space that the material planes reside in, and the world’s ki, allowing you to utilize Psionic Talents through channeling your ki. You can see out of this eye when it is opened. You know 1 Psionic Talent at Level 1, and you learn one additional Psionic Talent of your choice at 6th, 11th, and 17th level.
A psionic talent is a minor psionic effect you have mastered. You don’t need to spend ki points to use them. You chose your talents from the Psionic Talents list.
Psionic Talents
|
TALENT |
DESCRIPTION |
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Beacon |
As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action. |
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Blade Meld |
As a bonus action, your monk weapon becomes one with your hand. For the next minute, you can't let go of the weapon nor can it be forced from your grasp. |
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Blind Spot |
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. |
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Delusion |
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it. |
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Light Step |
As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0. |
|
Mind Meld |
As a bonus action, you can attempt to meld your ki with the ki of one willing creature you can see within 120 feet of you, allowing you to gain access to one memory of the target’s choice, gaining perfect recall of one thing the target saw or did. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. |
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Mind Slam |
As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
|
Mind Thrust |
As an action, you target one creature you can see within 120 feet of you. The target must succeed on a Wisdom saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). |
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Psionic Charm |
As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. |
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Psionic Hand |
You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair. |
Telepathy
At 3rd level, your mind awakens to the ability to communicate via telepathy through your connection to the ki plane with your Mind’s Eye. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You need to share a language with the creature for it to understand your telepathic messages. This feat grows to include all creatures, regardless of language, alongside the Tongue of the Sun and Moon feat at 13th level.
You also gain access to 3 additional bonus actions:
- Assess Foe (1 ki). You analyze the ki of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
- Read Moods (1 ki). You learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.
- Perceive the Unseen (3 ki; conc., 1 min.). You gain the ability to see the ki even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. Once this is used, it cannot be used again until you finish a long rest.
Disrupting Aim
You can disrupt your foe’s focus to weaken their accuracy and escape death’s grasp at the cost of your own psionic focus. As a reaction when you take damage, you can negate that damage against you. You can’t use either this feature or Psionic Talents again until you finish a short or long rest.
Psychic Contact
At 11th level, your work to become one with the ki plane has begun to bear its greatest fruit; you now exist partly in the ki plane at all times as a being of half ki, half material substance as your ki form begins to be built, allowing you to touch directly with the minds of those close to your physical body through their ki. You gain access to 3 additional actions:
- Distracting Haze (2 ki; conc., 1 min.). Choose one creature you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, it takes 1d10 psychic damage and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.
- Exacting Query (3 ki). As an action, you target one creature you can communicate with via telepathy. The target must make a Wisdom saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
- Psychic Domination (4 ki; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
True Ki
You have finally achieved your goal of fully attuning with the world’s ki and the ki plane. Your physical form is merely a gateway through which you, now residing in the ki plane as a being of soul and true ki, can interact with the material planes. You gain the following benefit:
- If you die, roll a d20. On an 18 or higher, you can choose to discorporate with 0 hit points, instead of dying, dissolving your material body into pure ki, and rebuilding it back to health in the ki plane, leaving your gear behind, with the exception of your monk weapon, if you have one. Your repaired body will reappear at the place of your death 1d5 days later (as long as it takes to rebuild your body), wielding your monk weapon, having gained the benefits of one long rest. If you do die, it is only your physical body that dies; as a being of soul and true ki, your mind and true form will live on forever in the ki plane, far past the time your physical form withers and disappears. You still survive in the ki plane and can be interacted with through magical, transmaterial means, although you cannot be brought back to any material plane.
You also gain 2 additional actions that take your whole turn:
- Ransack Mind (5; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Wisdom saving throws, and you learn information from it based on the number of saving throws it fails.
- With one failed saving throw, you learn its key memories from the past 12 hours.
- With two failed saving throws, you learn its key memories from the past 24 hours.
- With three failed saving throws, you learn its key memories from the past 48 hours.
- Phantom Idea (5; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Wisdom saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”).
- With one failed saving throw, the idea or memory lasts for the next 4 hours.
- With two failed saving throws, it lasts for 24 hours.
- With three failed saving throws, it lasts for 48 hours.
Previous Versions
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5/20/2023 3:06:08 AM
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7/12/2023 7:10:07 PM
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Coming Soon
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