Base Class: Monk
Warriors of the mind use their awakened psychic potential to augment their combat capabilities and deploy psionic powers to increase their versatility on and off the battlefield. They have inherited the knowledge and experience of their masters to serve as a bastion against creatures from other Realms, across the Astral Sea, as well as threats to those they seek to protect.
Level 3: Psionic Spells
When you reach a Monk level specified in the Psionic Spells table, you always have the spells prepared, can use your focus points to cast the listed spells without verbal or material components.
Spellcasting Ability. Wisdom is the spellcasting ability for your Psionic Spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Psionic spells.
Focus Point Cost. Spells require expending a number of Focus Points equal to the spell's casting level and requires a casting time listed in the spell's description. Spells may be upcast by expending a number of Focus Points equal to the level the spell is cast. Cantrip level spells do not require expending Focus Points.
Monk Level Spells
3 Detect Evil and Good, Feather Fall, Jump, Longstrider, Mage Hand*, Protection from Evil and Good, Shield
6 Clairvoyance, Detect Thoughts, Haste, Mind Sliver, Nondetection, See Invisibility, Suggestion
11 Charm Monster, Dimension Door, Hold Monster, Modify Memory, Telekinesis
17 Mass Suggestion, Plane Shift, Teleport, Wall of Force
*Mage Hand. The Mage Hand cantrip cast using your Psionic spell ability can be cast without a Verbal component, and you can make the spectral hand invisible. The range and distance it can be away from you is increased by 30 feet when you cast it. You can make Dexterity (Sleight of Hand) checks through it.
Level 3: Telepathic Communication
You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Martial Arts Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required). The first time you use this power after each Long Rest, you don’t expend a Focus Point. All other times you use the power, you must expend a Focus Point.
Level 3: Psychic Blades
You can manifest shimmering darts of pure psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can immediately manifest a Psychic Dart in your free hand and make an ranged attack using that dart. The magic dart has the following traits:
Weapon Category: Melee and Ranged Monk Weapon
Damage on a Hit: Melee: Equal to your Martial Arts dice of psychic damage pluse your Dexterity and Wisdom modifiers; Ranged: 1 Die size less than your Martial Arts Die of psychic damage, Minimum of 1d4 psychic damage, plus your Dexterity and Wisdom modifiers.
Properties: Light, Finesse, Thrown (range 60/120 feet)
Mastery: Vex (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery.) The dart vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.
Monk Weapon: You can make a second attack with another dart manifested in the same way in lieu of making an Unarmed Strike as a Bonus Action as allowed by your Martial Arts. If used with your Flurry of Blows, you can manifest as many darts for attacks as a Bonus Action as you can make Unarmed Strikes allowed by your Flurry of Blows. The damage die of the attacks made in this way as a Bonus Action are one die size less than the original dart's Damage die size. You can add your Dexterity and Wisdom modifiers to each of these attacks made as part of this bonus action. These darts can also be used to channel your Stunning Strike ability, limited to one Stunning Strike per turn no matter how many attacks you can make in one turn with this ability. The damage die for additional attacks only decreases when the attack is made as a Bonus Action. If an attack with a dart is made with an additional attack granted during the standard Attack action, then the damage die remains the same as the first attack.
Level 3: Mind Over Matter
If you fail an ability check using a saving throw, skill or tool with which you have proficiency, you can expend a Focus Point to roll your Martial Arts die and add the number rolled to the check, potentially turning failure into success. The focus point is expended only if the roll then succeeds.
Level 6: Mind's Eye
You have gained the ability to psychically enhance your vision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. You can see normally in Dim Light and magical and nonmagical Darkness.
Level 6: Psychic Rejuvenation
You foster the mental will to psychically heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 6: Psychic Jaunt
As a Bonus Action, expend two Focus Points and roll one Martial Arts die. You teleport to unoccupied space you can see up to a number of feet equal to 10 times the number rolled.
Level 6: Telekinetic Combat
Telekinetic Shove. As a Bonus Action, you can expend one Focus point to telekinetically shove one creature you see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus your Wisdom modifier and your Proficiency Bonus). On a failed save, you can give the target the Prone condition or move the target 10 horizontally.
Telekinetic Disarm. As a Bonus Action, you can expend one Focus point to pull an item held or in the possession of a creature you see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus your Wisdom modifier and your Proficiency Bonus). On a failed save, the object is pulled from the target's hands or possession and moved up to 10 feet from the target. If you have an open hand, or hands, and and are within 10 feet of the target who failed the saving throw, the item can be pulled directly into your hand(s). The object moved from this feature can be no larger than a two handed weapon sized for a Large creature.
Telekinetic Movement. As a Magic Action, chose one target you can see within 30 feet of yourself. The target must be a loose object or a willing creature other than you that is Large size or smaller. You transport the target up to 30 feet to an unoccupied space you can see. If the target is a Tiny object, you can transport it to or from your hand. Once you take this action, you cannot do so again until you finish a Short or Long Rest unless you expend a Focus Point (no action required) to restore your use of it.
Level 11: Mental Fortress
You have Resistance to Psychic damage. You have advantage on Saving Throws to resist detecting your emotions or alignment, read your thoughts, or magically detect your location.
Level 11: Psychic Veil
You can surround yourself with psychic static to mask yourself. As a Magic action, you gain the Invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw. Once you use this feature you cannot do so again until you finish a Long Rest unless you expend 2 Focus Points (no action required) to restore your use of it.
Level 17: Psychic Flurry
When you expend 1 Focus Point to use Flurry of Blows, you can expend an additional Focus Point to increase its speed and accuracy as you are able to use slight precognition to anticipate your opponent's actions. You are able to make an additional Unarmed Strike than your Flurry of Blows allows on its own, and each of the attacks made as part of your Flurry of Blows is made with advantage.
Level 17: Psychic Scream
You summon a burst of Psychic energy around you creating a massive vortex of psychic force energy to everyone within 30 feet of your current posistion. Each creature within 30 feet of you must make a Intelligence saving throw (DC 8 plus your Wisdom modifier plus your Proficiency Bonus). On a failed save, each creature or unattended object within the area of effect takes 6d6 plus your Wisdom modifier of Force damage and is stunned for one minute. On a successful save, a target takes half as much damage and isn’t stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature you cannot do so again until you finish a Long Rest unless you expend 5 Focus Points (no action required) to restore your use of it.
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