Monk
Base Class: Monk

Because the Dreamscape is so malleable to the practitioner’s intent, the abilities possessed by individual dream monks vary vastly. Some use dreams to portent possible futures or better understand themselves (commonly referred to as oneiromancers), others create constructs of pure intent to aid them in daily life and in battle (tulpamancers), while still others use the state of sleep as a meditative trance to strengthen their psionic abilities (sleepwalk warriors), etc. However, most are bound by their perception, by the illusion that the mind is self contained. Their powers extend only as far as their own psyche.

You are not like most. Your supernatural sense of empathy grants you access to the Universal Dream, an interconnected web of thoughts and feelings that permeates all living things. Through this, you’ve learned to guide the eb and flow of emotions, granting yourself clarity and focus while crippling the psyches of your foes. But be warned; this gift isn't a power to be wielded lightly. If you’re not careful, the feelings you evoke may consume you too.

Summon Tulpa

Starting when you choose this tradition at 3rd level, as a bonus action, you can spend 2 ki points to magically manifest your tulpa in an unoccupied space you can see within 15 feet of you. The tulpa is a translucent, purplish figure that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest your tulpa again, until you take a short or long rest, or until you're incapacitated.

  • Your tulpa’s AC equals your unarmored defense (10 + wisdom modifier + dexterity modifier), and it has immunity to all conditions. If it's forced to make a saving throw, it uses your bonus for the roll. It is the same size as you, and it occupies its space. 
  • On your turn, you can mentally command it to move up to 30 feet in any direction (no action required). If it is ever more than 30 feet from you at the end of your turn, it is destroyed. 
  • The tulpa does not have hit points; rather, when it is hit by an attack, you take the damage that would’ve been dealt to it as psychic damage and must make a Wisdom saving throw (DC 10 or half the damage dealt, whichever is higher). On a failure, the tulpa is destroyed.
  • When you take the attack action or use your bonus action to make an unarmed strike or flurry of blows, you can choose to have the tulpa make the attacks instead (wisdom mod + proficiency bonus to hit), dealing psychic damage equal to your martial arts die plus your wisdom modifier on a hit. You make this choice for each attack. 
  • Since your tulpa is separate from you, it can make unarmed strikes and flurry of blows even if you are wielding a non monk weapon or shield or are wearing armor. 
  • When a creature that you can see within 5 feet of your tulpa moves at least 5 feet away from it, you can use your reaction to allow your tulpa to make an opportunity attack against that creature, dealing psychic damage. 
  • Once you gain the Stunning Strike ability at 5th level, your tulpa can also use this ability (spending your ki points as normal). However, when it does so, the saving throw is changed from a constitution save to a wisdom save as it attempts to stun the creature’s mind rather than its body.
 

Evoke Emotion

At 3rd level, once per round when your tulpa hits a creature with an attack, you can force that creature to make a wisdom save against your ki save DC, evoking one of the following emotions in them on a failure:

  • Fear: The creature is frightened of your tulpa until the end of your next turn.
  • Rage: The creature must spend its next turn attacking your tulpa.
  • Mirth: The creature bursts into laughter and cannot cast any spells which require verbal components until the end of your next turn.
  • Despair: The creature falls to its knees in anguish and is considered prone. It cannot stand up again until the end of your next turn.

If the emotion is evoked, you must make a wisdom save against your ki save to avoid being overcome by the emotions too. On a failure you are subjected to the same effects unless you spend a ki point to recenter yourself.

 

Peace of Mind

At 6th level, you learn to let emotion flow through you without being overcome by it. As a bonus action, you can spend 2 ki points to generate a soothing aura around you. For the next minute, you and all non-hostile creatures within 5 feet of you or your tulpa gain resistance to psychic damage. In addition you gain advantage on saving throws to resist your Evoke Emotion ability for the same duration.

Dreamwalker

At 11th level, you learn to traverse the dreamscape to reach the minds of those far away. You can spend 6 ki points to cast the spell dream without providing material components. The saving throw DC equals your ki save DC.

Evoke Empathy

At 17th level, you become such a master of emotion that you can evoke empathy even in the most heartless of creatures. When a creature hits you or your tulpa with an attack, you can use your reaction to spend 5 ki to force the creature to make a Wisdom save against your ki save DC. On a failed save, the attacker takes psychic damage equal to the damage it just dealt and is stunned by guilt until the end of your next turn. On a successful save, it takes half as much damage and is not stunned.

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