Base Class: Monk
(This class was created with parts randomly rolled for a video series on my small you tube channel, I hope it is both fun and stable!) A Monk subclass focusing on psychic damage, as well as the charmed and frightened conditions.
A Freed Mind
Whenever you must make a saving throw against being charmed, or frightened you may add your monk level to the save, if you succeed you are immune to being charmed/frightened by that creature for 24 hours. you can use this feature up to your Wisdom Modifier per long rest.
Wayward Hands
When you hit a creature with an unarmed attack you may spend 1 Ki point to deal extra psychic damage equal to your Martial Arts die + your Wisdom modifier, you can do this once per turn.
Shunning Strike
Starting at 6th level whenever you land a unarmed attack on a creature you can spend 3 Ki points to make the creature make a wisdom saving throw, if the creature fails it becomes frightened of you and any of your allies it can see with 30 feet, this last for one minute the creature also rerolls it save at the start of each of its turn. The creature takes 3d4 psychic damage at the end of each of their turns as long as the creature remains frightened by this ability. This damage increases to 4D4 at level 11 and increases to 5D4 at level 17.
Reforged Determination
Starting at level 11 you become resistant to psychic damage, whenever you attack a creature that is frightened, or charmed you attacks deal 1d10 plus your wisdom modifier of psychic damage, if the creature was charmed or frightened by you they roll their next save to end the charmed or frightened condition with disadvantage.
Master of Your Own Way
By level 17 you have moved on from your old way of life and have forged your own way. Whenever you deal psychic damage to a creature you can spend 5 Ki points to make any creature (up to as many as your proficiency bonus) that can see you within 30 feet make a wisdom saving throw or be charmed or frightened by you for one minute, these creature reroll their saves at the beginning of each of their turns. Once per long rest when you make a saving throw you may add +1 per creature you can see within 30 feet that is currently charmed or frightened.
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