Base Class: Monk
With a similar beginning as the Warrior of the Open Hand, the Warrior of the Open Mind seeks wisdom from a variety of sources and experts, collecting skills and knowledge that eventually directs them to a life of nonviolence. Moving from concrete solutions to philosophical ones, the Warrior of the Open Mind applies their learning toward ending conflict in a way that encourages inquiry, rather than simply overpowering an adversary.
Level 3: Open Hand Technique
Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.
Addle. The target can’t make Opportunity Attacks until the start of its next turn.
Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.
Level 6: The Eightfold Questions
As a Bonus Action you can spend a Focus Point to pose a question to an opponent in combat. On a failed Wisdom Saving Throw (DC 14), the opponent succumbs to the thought experiment and will be under the Confused condition until the end of your next turn.
Outside of combat, you may spend a Focus Point to pose a question and gain advantage on a Persuasion check, while your opponent rolls with disadvantage.
Once per Long Rest, you may spend a Focus Point to automatically succeed on a Wisdom Saving Throw.
Level 11: Act of Benevolence
You choose to offer a gift or a thought instead of violence. As an Action, you may spend two Focus Points to require any creature within a 10 foot radius of you to make a Wisdom Saving Throw. On a failed save, you deal Psychic damage equal to 3 of your martial arts die (nonlethal damage), and the creature will be under the stunned condition until the end of your next turn. On a successful save, the creature takes half damage and is not stunned.
Level 17: Disarmament
Once per day, you can use an Action to spend 4 Focus Points to make a Persuasion check. Every opponent you can see within range (100 ft) must make a Wisdom Saving Throw (DC 17). On a failed save, they immediately abandon their weapons, pledge to live a life of nonviolence, and leave the combat entirely. On a successful save, each creature takes 3 d10 Psychic damage, questioning their role in combat, their moral code, and their very existence. The cognitive dissonance enrages them and they will be under the Slowed condition until the end of your next turn.