Base Class: Monk
Forget punching and kicking! These monks have graduated from the monastery's "Ultimate Mind-Jitsu" and are now masters of making the impossible look... well, convincingly possible. They've traded in their iron fists for a bag of tricks, a wink, and a whole lot of "Are you sure you saw that?"
Imagine this: a hulking brute charges, only to be stopped dead in his tracks by a "telekinetic" barrier of flying pebbles. A noble, convinced he's being psychically shoved, stumbles backward into a conveniently placed mud puddle. And a room full of guards is utterly bewildered by a flurry of swirling leaves, all while the monk deftly lifts the priceless artifact right under their noses.
These aren't your typical monks. They're the illusionists of the martial arts world, the tricksters of the temple, the masters of making you say, "Wait, did he just...?" Their "Ultimate Mind-Jitsu" isn't about raw power; it's about cleverness, misdirection, and a touch of theatrical flair. They're the ones who'll have you questioning your senses, wondering if maybe, just maybe, they really can move things with their minds.
From the "Unseen Push" that makes objects dance to the "Grand Illusionist" display that turns a simple trick into a full-blown psychic spectacle, these monks are all about style and deception. They can turn any environment into their personal stage, using dust, pebbles, and even the occasional chandelier to create the perfect illusion.
So, if you're looking for a monk who can bend the rules of reality (or at least make you think they can), then Ultimate mind-Jitsu is for you. Just remember, with these monks, seeing is definitely not believing. And if you think you’ve seen it all, they’ll have a new trick up their sleeves before you can say "Wait, what just happened?"
Level 3: Mind-Jitsu Manoeuvres
When you choose this tradition at 3rd level, you also learn to perform subtle actions and utilize your martial arts prowess to create the illusion of telekinetic power. You gain access to the following "Ultimate Mind-Jitsu" manoeuvres. You can use these manoeuvres a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long rest.
• The Unseen Push: As a bonus action, you can target one object within 30 feet that weighs no more than 10 pounds and is not being worn or carried. You can cause it to move up to 10 feet in any direction. This movement must appear to be caused by an unseen force (e.g., gently floating, sliding across a surface, tipping over).
• Focused Lift: When you make an unarmed strike against a creature within 5 feet, you can use a bonus action to seemingly lift a small, loose object (like a pebble, a dropped weapon, or a piece of parchment) near the target and make it appear to strike them simultaneously. If your unarmed strike hits, the target takes an additional 1d4 bludgeoning damage.
• Telekinetic Barrier: When you are hit by an attack, you can use your reaction to seemingly cause a nearby loose object (within 5 feet and weighing no more than 5 pounds) to fly in front of you, deflecting the blow. You impose disadvantage on the attack roll. If there are no suitable objects nearby, this manoeuvre has no effect.
• Mind Over Matter (Distraction): As an action, you can choose a point within 30 feet that you can see. You can cause a flurry of small, nearby objects (leaves, dust, loose papers) to swirl and move erratically for a moment, creating a visual distraction. Creatures within a 10-foot radius of that point have disadvantage on Wisdom (Perception) checks until the start of your next turn.
Mind-Jitsu Manoeuvres
Mind-Jitsu Manoeuvres
Deceptive Hands
You gain proficiency in the Deception and Sleight of Hand skills.
Level 6: Subtle Influence
At 6th level, your deceptive techniques become more refined.
• Enhanced Mind-Jitsu: The range of your Unseen Push increases to 60 feet, and you can now target objects weighing up to 20 pounds. The extra damage from your Focused Lift increases to 1d6.
• Quick Palm Guidance: You can now use your Mind-Jitsu Manoeuvres as a reaction when a creature moves into your reach, using The Unseen Push to try and subtly impede their movement, forcing them to make a Strength (Athletics) or Dexterity (Acrobatics) check (their choice, DC 8 + your proficiency bonus + your Dexterity modifier) to continue their movement without being slowed by half until the end of their turn.
Level 11: Master Manipulator
At 11th level, you can weave more complex illusions and exert greater control over your "Mind-Jitsu."
- Telekinetic Shove: As an action, you can spend 2 ki points and choose a creature within 30 feet that you can see. You attempt to telekinetically shove the creature up to 15 feet away from you or prone. The creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) to resist. This visually appears as if you are forcefully pushing them with your mind.
- Environmental Exploitation: You gain advantage on Sleight of Hand checks made to manipulate the environment to aid your "Mind-Jitsu" illusions (e.g., loosening a chandelier, setting up a tripwire, causing a stack of books to topple).
Level 17: Grand Illusionist
At 17th level, your mastery of deception reaches its peak, blurring the line between reality and illusion.
- Ultimate Mind-Jitsu Display: As an action, you can spend 3 ki points to create a grand illusion of telekinetic power in a 30-foot radius cantered on a point you can see within 60 feet. For 1 minute, whenever you use a Mind-Jitsu Manoeuvre within this area, you can amplify its visual effect. For example, an Unseen Push could appear as a powerful gust of wind, a Focused Lift could seem like the target is being struck by multiple invisible forces, and a Telekinetic Barrier could manifest as a shimmering, psychic shield. Creatures within the area have disadvantage on Wisdom (Insight) checks made to discern your illusions.
- Subtle Control: You can now use your Unseen Push on objects that are being worn or carried, though the target can make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) to resist if the object is held firmly.
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