Base Class: Monk
Since the beginning of your journey, you believe that body and mind must be prepared the same way. Half of your training is dedicated to the body and half to your mind. Thus, you learned the secrets of thoughts, and how to use them as the powerful weapon at your disposal.
Level 3: Mind Pulse
You are able to manipulate your physical energy through space.
Once per turn, when you make an unarmed strike, you can use it as a ranged attack, with a range of 30 feet, giving force damage to the target. When you do so, you use wisdom as your modifier in the attack and damage rolls. You can spend 1 Focus Point to do it twice in the current turn.
With this feature, you can push or pull small objects for 30 feet and medium objects for 10 feet.
Level 6: Sense Thoughts
You have discovered a way to create a link with another creature’s mind. Now, you are able to sense its thoughts and intentions.
In the beginning of your turn, you can choose a creature you can see and create this link. For the next 10 minutes or until you get incapacitated, every attack made against you by this creature has disadvantage, and all your attacks made against this creature have advantage. Additionally, you have advantage in all your insight checks made against this creature for the duration.
Everytime you are hitten, make a wisdom saving throw (DC equals 12). If you fail, you lose all your links.
You can use this feature a number of times equal to half your monk level (rounded down) per long rest. The number of links you can create simultaneously is equal to your wisdom modifier.
Level 11: Mind Hit
Through your discipline in the improvement of body and mind equally, you learn how to deal damage directly to an enemy’s mind.
Every time you hit an unarmed strike, you can spend 3 Focus Points and deal extra psionic damage equals to two rolls of your Martial Arts die plus your Wisdom modifier. Additionally, the creature must make a wisdom saving throw (DC 8 + proficience + wisdom modifier). On a failed save, roll a d2. If the dice equals 1, the creature has the Stunned condition. Otherwise, the creature loses the ability to distinguish friend or foe, and must choose a random creature among the ones it can see in the range of attack, spell or other ability it’s using.
While in this condition, the creature can make a new wisdom saving throw in the beginning of its subsequent turns, ending the condition in a successful save.
Level 17: Telekinetic master
Your telekinetics abilities reach its maximum in this stage.
You can spend 4 Focus Points to cast Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Wisdom. You can use this feature a number of times equal to your wisdom modifier per long rest.
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