Base Class: Monk
What is a stand? What is Mindfreak?
This specific subclass if for a specific stand, MindFreak, but stands in general give often wide variety of different builds and general rules that apply to all of them and some of them depending on their nature. Normally a stronger physical stand is confined to close quarters and is tougher, with longer range stands being more tactical, yet fragile or weak in close quarter combat.
The nature of MindFreak is a powerful stand, with a range of 5 feet away from the user max with 5 feet of melee range, Mindfreak is meant to have powerful melee abilities while lacking ranged utility or use, forced to stay at close range to the user. Others can see your stand when you summon it, but only you can see through it, allowing you to not be blocked in terms of line of sight, and you can go through it, though others will be met with a physical entity. You can also see through the eyes of the stand and its other perceptions as though it were your own, but you lose your own senses when doing so, and the stand cannot speak. You are in direct control of your stand and any actions you make it do would count as though it were your own, including during combat the turn is shared.
Stands share their hit points with their user, meaning that if your HP is 20, so is your stands HP, but when bringing Mindfreak out, it will quickly shift in the way of incoming melee and ranged attacks automatically, taking the damage instead of directly hitting you, the amount of times Mindfreak can block an enemy attack each turn is based on your Proficiency bonus, any further attacks will overwhelm Mindfreak and attack the stand user directly. though any damage done to your stand, goes straight to you due to your soul connection, meaning its knockout will result in your knockout.
The AC calculation for the stand is your current AC calculation if you were armor less plus your proficiency bonus, so if you have plate armor, but have a +4 bonus to dexterity and +2 to wisdom since you are a monk, the stands AC would be 18 (10 base AC + 4 dexterity modifier+ 2 wisdom modifier+ 2 proficiency bonus). However, because the stand is a literal physical embodiment of your spirit, there are no other ways to calculate its AC other than through the method mentioned above, it also cannot be increased or decreased unless through affecting the modifiers and will lose AC if modifier is negative (For example if dexterity modifier is -2, the stand would lose 2 AC in total).
This stand specifically cannot hold any weapons, though it is proficient with unarmed strikes and gains benefits from martial strikes as would its monk user. Because this stand is melee orientated and confined to short spaces, the stand can move weight and or objects as if it were a size larger than the user (Large size Max).
Any damage taken by both you and the stand count as though it were the same, meaning AOE effects will not harm both of you, only one of you, but can go past your stand's defense depending on the situation and instead you and your stand have to roll for saving throws, depending on who fails, then the damage would be taken by the stand or user, if both fail, the damage goes directly to the user. In some instances, it may be better for the stand to take the damage, as it could reduce it before being shared or if the AC is higher it would result in a miss and vice versa.
You can summon your stand at will outside of combat, it takes a bonus action to summon or unsummon your stand in combat if you choose to do so.
Brain Masher
- Brain Masher: As part of one of your melee attacks, you can spend 1 ki points to turn any normal unarmed strike into a cerebrally targeted melee attack with Mindfreak. On a hit, the target must make a constitution saving throw against your Monk spell save DC which is 8 + dexterity modifier + wisdom modifier. On a failed save, the target is stunned until the end of your next turn.
Psychic trauma
All of Your unarmed strikes with MindFreak directly affect the psyche of the opposing foe, hitting them where it hurts quite literally both physically and mentally. When you strike an opponent with any unarmed strike deal an extra 1d4 psychic damage. As MindFreak's understanding of psychology and physiology increases over time, so does this abilities passive also increase unarmed strike damage, incrementing to 1d6 at 6th level and 1d8 at 11th level.
Limit Break
Time to limit test, MindFreak starts dishing out unarmed strikes as fast as he possibly can in a quick blur. After using ki points for "flurry of blows", you can add however many extra ki points you desire to get extra unarmed strikes, with a ratio of 1 ki point per 1 extra attack. Meaning if you have a total of 3 ki points, you can spend 1 for flurry of blows, then 2 extra ki points to do two extra unarmed strikes that same turn. At level 20, the ratio of unarmed strikes to ki points becomes 2 to 1, meaning you get 2 extra unarmed strikes for each extra ki point spent. Hitting or missing the attacks still expends the ki points.
Uncontrolled stress
Mindfreak's unarmed strikes become more sinister in nature, with every attack seeming to force the foe to relive a memory that Mindfreak desires. When you successfully strike someone with an unarmed strike, you can use 1 ki point to force them to relive a memory, causing them to become either frightened, charmed, or confused at your choosing depending on the type of memory you force your foe to relive. A Wisdom saving throw against your spell save DC of 8 + wisdom modifier + dexterity modifier must be made, or the foe succumbs to its forced projections. All afflictions last for 1 minute outside of combat and the victim is aware of foul play if they become afflicted, though unaware if they never succumb.
Charmed, a fond memory must be played of the opponent, the foe is charmed towards only the player and will be broken out of the mental afflicted state if harmed in any way or until the start of your next turn.
Frightened requires a traumatic experience to be relieved for the opponent that masks MindFreak as the perpetrator of said traumatic experience, causing the opponent to become frightened of you until the start of your next turn.
Confused requires an odd explanation of the current events to the opponent, resulting in the opponent becoming confused upon hearing such hearsay and lasting until the start of your next turn.
Mental aptitude testing
Some people better understand others through communication, but you seem to really get the hang of people the more you beat them. Once Mindfreak successfully strikes someone, you gain a better understanding of their thought processes and achieve a glimpse of their current intentions and thoughts. Mindfreak can also predict the next move the target will make on their following turn if successfully hit by an unarmed strike.
Sleight of Mind
With increasing experience, Mindfreak's control of psychological armament becomes honed, a physical change to your stand can be noticed to establish this fact. Mindfreak's grasp on others becomes strengthened, becoming able to manipulate them for short periods of time after striking them. Mindfreak can spend 1 ki point to take control of another person for 1 turn after they have been successfully hit by an unarmed strike, the maximum amount of people that can be controlled at a time or in general, is equal to your proficiency bonus + wisdom modifier (minimum one). After reaching the limit, a short rest must be taken to replenish your stamina. The creature being affected is unaware of it's actions or mind control as it occurs, though they may question what they've been doing afterwards.
Psychic Dominion
MindFreak seems to go through a final evolution, changing its appearance drastically, After countless experiments done to foreigners and use of psychological manipulation, its mastered it's abilities and control over the mind of others entirely.
After hitting someone with an unarmed strike, you can spend 2 ki points to attempt to mind control them for 24 hours, the creature must pass a wisdom saving throw DC of 8 + wisdom modifier + dexterity modifier and will become stunned for an action if they pass the check, as they attempt to fight the psychological assault. On a fail, they will be mind controlled for 24 hours, during that time, you have full control of their actions, memories and abilities as though you were them.
The maximum amount of people you can have under your Dominion at any one moment is equal to your proficiency bonus + wisdom modifier. You cannot regain ki points spent to control others unless you choose to relieve them, they perish while under your control, or their timer ends. Victims have no recollection of what occurred as their memories can be altered whilst under control.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/16/2023 12:38:08 AM
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9
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1
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5e
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Coming Soon
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