Monk
Base Class: Monk

Monks who follow the Way of the Force tap into an unseen energy that binds all living things. Through deep meditation and disciplined training, they learn to move objects with their mind, sense emotions and intentions, and bend the flow of battle with sheer will. Whether guided by serenity or passion, these warriors are conduits of a power older than time—lightning-fast, impossibly agile, and utterly relentless.

Way of the Force Spells

Your connection to the force allows you to cast certain spells using a number Focus Points equal to each spell's level. When you reach a Monk level specified below, you thereafter always have the listed spells prepared. Additionally, when you cast the Mage Hand spell using this feature, it appears invisible.

Monk Level

3 - Guidance, Mage Hand, Spare the Dying

3 - Charm Person, Command, Cure Wounds

5 - Detect Thoughts, Levitate, Suggestion

9 - Beacon of Hope, Lightning Bolt, Sending

13 - Charm Monster, Divination, Otiluke's Resilient Sphere

17 - Hold Monster, Scrying, Telekinesis

Sabercraft

At level 3, you’ve constructed for yourself a saber of radiant energy, which you are proficient with, counts as a Monk weapon for you, and may be used in place of unarmed strikes for your Flurry of Blows feature. The weapon deals 1d8 radiant damage (plus your Dexterity modifier) on a hit and the weapon’s blade glows with dim light (but can recede into the hilt to cease this effect).

Additionally, you've honed one of seven techniques in using your saber from the following options:

Form of Aggression

If you move at least 10 feet before hitting a creature with an attack, you can knock them prone if they fail a Strength saving throw equal to 8 + your proficiency bonus + your Dexterity modifier.

Form of Balance

When you take the attack action on your turn, you can cast a spell you know with a casting time of one action as a bonus action.

Form of Contention

You gain a +1 bonus to attack rolls if no creatures other than your target are within 5 feet of you.

Form of Determination

Once on each turn when you hit a creature with an attack, you can force it to drop a held item if it fails a Strength saving throw equal to 8 + your proficiency bonus + your Dexterity modifier.

Form of Ferocity

Once per turn, you can deal extra damage equal to your Wisdom modifier when you hit with an attack.

Form of Perseverance

Once per turn when you hit a creature with an attack, you can push it 10 feet away from you if they fail a Strength saving throw equal to 8 + your proficiency bonus + your Dexterity modifier.

Form of Resilience

While not wearing armor or wielding a shield, you gain +1 AC and reduce damage from ranged attacks by 1d4.

Guided Saber

At level 6 you gain the ability to launch your weapon with perfect control and precision, as if guided by an unseen force. When you attack with your Saber on your turn, you can throw it with telekinetic control. The weapon gains a thrown property with a range of 20 feet, and it returns to your hand immediately after the attack, whether it hits or misses. The weapon ignores half and three-quarters cover as long as the target is within range.

Force Grip

At level 11, your mastery of focused will allows you to grasp and crush your foes without laying a hand on them. As an action, you can target a creature you can see within 60 feet. That creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is restrained and takes 3d8 force damage. On a success, it takes half damage and isn’t restrained. While restrained, the target takes 2d8 force damage at the start of each of its turns.

You must concentrate on this ability (as if concentrating on a spell), and the effect lasts up to 1 minute or until your concentration ends. You may use this ability once per long rest, or again by spending 3 Focus Points.

Force Projection

At level 17, you can split your presence, appearing where you are not to mislead and manipulate your enemies. You can cast the Project Image spell without material components, using Wisdom as your spellcasting ability. The image created can mimic your physical movements and may make attacks as if you were there, though they deal psychic damage instead of their normal damage type. The illusion is sustained for up to 1 hour (or until you choose to dismiss it) and does not disappear due to taking damage when cast in this way. While concentrating on this illusion, your physical body is considered incapacitated, though you remain aware of your surroundings through the projection. You may use this feature once per long rest, or again by spending 6 ki points.

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