Monk
Base Class: Monk

Estes monges não projetam imagens nem atacam à distância. Eles dominam a arte da telecinese de combate, manipulando o campo de batalha de uma forma tátil e brutal. Eles agarram, empurram e esmagam seus inimigos com mãos de pura força mental, controlando o espaço e o posicionamento como nenhum outro guerreiro.

Level 3: Mind Hands

As a bonus action, you can manifest your Mind Hands. They are invisible and last for 1 minute, or until you become incapacitated. While they are active, you gain access to the following abilities, which do not cost Ki to use:
Extended Reach. The reach of your unarmed strikes increases by 10 ft., as your telekinetic hands strike for you.
Telekinetic Push. Once per turn, when you hit a creature with an unarmed strike, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, you can push it 15 ft. away from you in a straight line.
Telekinetic Pull. Once per turn, as a bonus action, you can force a creature you can see within 30 ft. to make a Strength saving throw (same DC). On a failure, you pull it 15 ft. toward you in a straight line.

You can use this bonus action to manifest your Mind Hands a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Level 3: Kinetic Wave

You learn to unleash your psionic power in a concussive burst.
Immediately after taking the Attack action, you can spend 1 Ki point to force each creature in a 15-ft. cone originating from you to make a Strength saving throw (the DC is the same as for your Mind Hands). On a failure, a creature takes force damage equal to your Martial Arts die + your Wisdom modifier and is pushed 10 ft. away from you. On a success, the creature takes half as much damage and is not pushed.

Level 6: Relentless Grasp

Your Mind Hands can now grapple and restrain enemies at a distance.
You use Wisdom instead of Strength (Athletics) for grapple checks.
Creatures grappled by your Mind Hands are suspended in the air and can be moved up to 15 ft.
You can spend 1 Ki point to impose disadvantage when a creature attempts to escape the grapple.

Level 11: Compression Field

While your Mind Hands are active, you can use your action to target a creature you are grappling with them. The creature must make a Constitution saving throw (using the same DC as your Mind Hands). On a failure, it takes force damage equal to three rolls of your Martial Arts die + your Wisdom modifier, and it is restrained until the start of your next turn. On a success, it takes half as much damage and is not restrained.

Level 17: Telekinetic Vortex

When you use your action to activate the Compression Field, you can now target up to three creatures you are grappling with your Mind Hands.
In addition, as an action, you can spend 6 Ki points to create a Telekinetic Vortex at a point you can see within 60 ft. of you. Each creature within a 10-ft. radius of that point must make a Strength saving throw.


Failure: The creature takes 8d6 force damage and is pulled to the center of the vortex, becoming restrained for 1 minute.

Success: The creature takes half as much damage and is not pulled.

A restrained creature can use its action to make a Strength check against your ability DC, escaping on a success. The vortex lasts for 1 minute or until you lose concentration (as if concentrating on a spell).

 

Comments

Posts Quoted:
Reply
Clear All Quotes