Base Class: Monk
A warrior wielding the mystic power of Force Energy is a formidable presence on any battlefield. Known as conduits, these combatants tap into an ancient, otherworldly source of raw, kinetic energy that flows through all living things. The Force, as it is called, allows them to manipulate their surroundings with sheer willpower, giving them an almost supernatural ability to shape the flow of combat.
Force Manipulation
Starting at 3rd level, you gain the ability to manipulate the Force to push or pull creatures.
Forceful Manipulation: When you take the Attack action on your turn, you can spend 1 Focus point to replace one of your attacks to target a creature within 60 feet. The creature must make a Strength saving throw against your 8 + proficiency + dexterity save DC. On a failed save, the creature is pushed or pulled 15 feet in a direction of your choice and takes force damage equal to 1d6 + your Monk level. On a successful save, the creature is unaffected. At 11th level, the movement increases to 30 feet.
Mage Hand Enhancement: Additionally, you learn the Mage Hand cantrip. When you cast Mage Hand, you can spend 1 Focus point to increase its carrying capacity to three times your Monk level and make it invisible for its duration.
Level 6: Way of the Force
Force Barrier: You can use your Force energy to create a protective barrier. As a reaction, you can spend 2 Focus points to generate a barrier that increases the target's Armor Class (AC). When a creature within 15 feet of you, including yourself, is targeted by an attack roll and the attack succeeds, you can activate the Force Barrier. The target’s AC increases by +2 until the start of their next turn, potentially causing the attack to miss.
Dizzying Strikes: When you hit a creature with Flurry of Blows, you can spend 1 Focus point to induce dizziness and nausea. The creature must make a Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls, and its movement speed is halved until the end of its next turn.
Force Jump: When you use Step of the Wind, you can increase your jump distance to 10 feet + your Monk level for the duration. You do not require a running start to jump.
Steady Mind-When you take the Patient Defense action, you can expend 2 Focus points when you make a Charisma, Wisdom, or Intelligence saving throw. You center yourself and clear your mind, granting you advantage on the next Charisma, Wisdom, or Intelligence saving throw you make before the start of your next turn.
Level 11: Greater Force Mastery
At 11th level, your mastery of the Force improves, granting the following benefits:
Restraining Grip: When you use your Forceful Manipulation, you can spend 2 Focus points to restrain a creature. The creature must make a Strength saving throw. On a failed save, the creature is restrained and lifted into the air (if applicable) until the end of your next turn. On subsequent turns, you can maintain the restraint by using your bonus action.
Telekinetic Crush: While a creature is restrained by your Forceful Manipulation, you can deal 4d8 force damage to it as a bonus action. You can use this feature once per use of Forceful Manipulation.
Object Manipulation: You can move objects that are not being worn or carried and weigh up to 10 times your Monk level. You can attempt to move objects being worn or carried by making an ability check(dexterity) contested by the creature holding the item.
Level 17: Aura of Disintegration
At 17th level, you can unleash a destructive force that disintegrates creatures and objects: As an action, you can spend 6 Focus points to create a 20-foot radius of destructive energy centered on you. Creatures you choose within this area must make a Dexterity saving throw against your save DC. On a failed save, a creature takes 10d10 force damage. On a successful save, it takes half as much damage.
Any creature reduced to 0 hit points by this ability, along with any nonmagical items it is carrying, is disintegrated, leaving no remains. A creature killed in this way can only be restored to life by a True Resurrection or Wish spell.
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