Monk
Base Class: Monk

Monks who follow the Way of the Psychic Lance draw their power from a mysterious phenomenon known as the Veil, a metaphysical boundary that separates the material world from realms of thought, emotion, and psychic energy. The Veil is fragile, filled with fractures and echoes left by cataclysmic events, powerful magical experiments, or the natural erosion of reality. Through years of training and meditation, these monks learn to tap into these psychic fragments, channeling them into potent tools for combat and personal growth

Psychic Strikes

When you choose this tradition at 3rd level, your special training leads you to tap into psychic energy. When you make an unarmed attack or use your Flurry of Blows, you can spend a focus point to channel psychic energy into your attacks and activate one of the following affects:

  • Echo of Dread: The target must succeed on a Wisdom saving throw against your focus point save DC (8 plus your Wisdom modifier and Proficiency Bonus) or become frightened until the end of your next turn.
  • Focused Disruption: The target has disadvantage on the next saving throw it makes before the end of your next turn.
  • Piercing Lance: You can increase the range of the attack to strike a target up to 20 feet away, dealing psychic damage instead of bludgeoning damage on a successful hit.

Psychic Shield

At 6th level, your Focus can be channeled to envelop yourself in a protective psychic field. As a bonus action, you can spend 1 Focus Point to gain temporary hit points equal to your Wisdom modifier + your Monk level. While you have these temporary hit points, you gain the following benefits:

  • Resistance to psychic damage.
  • Advantage on saving throws against being frightened or charmed.
  • The range of your unarmed strikes increases by 15 feet (this includes Piercing Lance).

 

Psychic Phase Step

At 11th level, you gain the ability to use your psychic energy to alter your location on the material plane, allowing for precise teleportation and psychic disruption within a small area.

  • When you use Step of the Wind, you can teleport up to 30 feet to an unoccupied space you can see instead of moving normally.
  • When you teleport using this feature, the space you leave behind explodes with psychic energy. Each creature within 5 feet of your original position must make a Dexterity saving throw against your focus point save DC (8 plus your Wisdom modifier and Proficiency Bonus) or take psychic damage equal to double your Wisdom modifier.

Psychic Lance Barrage

At 17th level, you have mastered the art of unleashing devastating long-range psychic strikes. As an action, you can spend 4 Focus Points to hurl psychic lances at up to three creatures you can see within 60 feet. Make a ranged attack roll using your unarmed strike for each target. On a hit, each target takes an additional 4d10 psychic damage and must make a Constitution saving throw against your focus point save DC (8 plus your Wisdom modifier and Proficiency Bonus). On a failure, the target is stunned until the end of your next turn.

For each hit, you can spend an additional Focus Point to apply one of the following effects:

  • Mind Sever: The target cannot cast spells or use abilities that require concentration until the end of your next turn. If the target is actively using concentration on a spell or ability, it ends immediately.
  • Speed Sap: The target’s movement speed is reduced to 0 until the end of your next turn.
  • Mental Disarray: The target has disadvantage on all Intelligence, Wisdom, and Charisma saving throws until the end of your next turn.
  • Psychic Pulse: The target emits a psychic shockwave. Each creature within 5 feet of it must succeed on a Dexterity saving throw against your focus point save DC (8 plus your Wisdom modifier and Proficiency Bonus) or take psychic damage equal to your Martial Arts die.
  • Echoing Fear: The target becomes frightened of you until the end of your next turn.

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