Base Class: Monk
Monks who walk this path train their bodies as weapons but hone their minds into something far sharper. A Mindbreaker moves with perfect poise, slipping through thoughts as easily as they cross a room, unraveling certainty and exploiting the mental cracks of their foes. They blend martial grace with terrifying insight and are often sent as envoys.
Level 3: Level 3: Dreadful Imposition
When you reduce a creature to 0 hit points, score a critical hit, or inflict the Stunned condition with a Monk feature, you can activate Dreadful Imposition. Once per turn, you can force each creature of your choice that you can see within 15 feet to make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save:
- The creature is Frightened of you until the end of your next turn.
- If the creature is already Frightened, it instead becomes Incapacitated until the end of your next turn.
Level 3: Level 3: Thought Leech
You can cast the Detect Thoughts spell without components or spell slots. This spell lasts 10 minutes instead of the usual 1-minute duration and you use Wisdom as your spell casting modifier (DC = 8 + your Proficiency Bonus + your Wisdom modifier). You can use this feature once per Long Rest. You can use it again by expending 1 Focus Point.
Level 6: Level 6: Mindbreaker’s Leech
You can bolster your Thought Leech ability. Your Detect Thoughts spell no longer requires concentration. While reading a creature’s surface thoughts, you gain the following benefits against that creature:
- You have advantage on attack rolls against it.
- It has disadvantage on attack rolls against you.
- You can use your Reaction to shift your focus to another creature you can see while the spell is still active.
Once you use Detect Thoughts spell in this way, you must finish a Short or Long Rest before doing so again, unless you expend 2 Focus Points to use it again.
Level 6: Level 6: Mind’s Guile
You can use your wisdom modifier for Deception, Insight, Intimidation, or Persuasion checks; in addition, you gain proficiency in one of these skills if you don’t already have it.
Level 11: Level 11: Premonition of Violence
Immediately after rolling initiative, you can choose one creature you can see within 60 feet. Your Unarmed Strikes and Monk Weapon attacks ignore resistance to bludgeoning, piercing, and slashing damage against this creature.
The creature must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it suffers the following effects:
- It cannot take reactions during the first round of combat.
- You may choose to move its initiative to immediately after yours.
Once you use this feature, you must finish a Long Rest before you can use it again, unless you expend 2 Focus Points to use it again.
Level 11: Level 11: Mantle of Dread
The range of your Dreadful Imposition feature increases to 30 feet.
In addition, when you use Dreadful Imposition, you can spend 1 Focus Point to ignore immunity to the Frightened condition for that use. A creature normally immune to being Frightened makes its saving throw as normal.
Level 17: Level 17: Cataclysm of Fear
As an action, you project a devastating psychic shockwave. Choose up to three creatures within 60 feet that you can see. Each target makes a Wisdom saving throw (DC = 8 + PB + Wisdom mod).
A creature that fails is overwhelmed by a manifestation of its most profound terror and suffers the following effects for 1 minute:
- At the start of each of its turns, it takes 6d10 psychic damage.
- It is either Blinded or Frightened (your choice) for the duration. You can spend 1 Focus Point to ignore immunity to the chosen condition for this use.
- At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.
Once you use Cataclysm of Fear, you cannot do so again until you finish a Long Rest, unless you expend 3 Focus Points to use it again.
Previous Versions
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