Monk
Base Class: Monk

Monks of the Way of Manipulation study the invisible energy fields that bind the multiverse. They learn to sense this power, manipulate gravity, influence minds, and project raw kinetic energy through their strikes.

Level 3: Kinetic Attunement

  • Kinetic Strikes: You surround your fists and feet with shimmering, invisible ripples of kinetic pressure. Whenever you deal damage with your Unarmed Strikes, you can change the damage type to Force damage.
  • Kinetic Shove: With a sharp gesture or an outward thrust of your palm, you unleash a crushing wave of telekinetic momentum. When you use your Flurry of Blows, you can replace one strike with a telekinetic shove. The target must succeed on a Strength saving throw against your Focus DC or be pushed up to 15 feet away or pulled 15 feet closer to you.
  • Sweeping Momentum: The crushing weight of your unseen strike physically sweeps your target off their feet. A creature that fails the save against your Force Push/Pull also falls Prone if you choose.
  • Sense Energy: You clear your physical sight to look upon the raw, glowing matrix of reality. You gain proficiency in the Insight or Perception skill. You can spend 1 Focus Point to cast Detect Magic or Find Traps without components.

Level 6: Telekinetic Bastion

  • Extended Strikes: The air cracks with displaced pressure as you punch or kick. Your physical strikes extend into long, invisible lances of kinetic energy. Your Unarmed Strikes gain the Reach property, extending your reach by 10 feet. These attacks deal Force damage.
  • Energy Deflection: You throw up a hand, catching lethal projectiles or deadly arcs of lightning mid-air, holding them suspended before violently hurling them back at your foes. When you use your Deflect Attacks feature against a ranged weapon attack, you can also use it against ranged spell attacks. If you reduce the damage to 0, you can spend 1 Focus Point to redirect the energy. This redirected attack deals Force damage instead of its original type.
  • Mental Alteration Spells: You have learned the basic pathways required to grip a creature's mind, suspend an object against gravity, or bind a foe's muscles with invisible bonds. You can spend your Focus Points as a Magic action to cast the following spells without components, using Wisdom as your spellcasting ability:
    • Levitate (2 Focus Points)
    • Hold Person (2 Focus Points)

Level 11: Thought Projection

  • Clairvoyant Sight: You can cast your consciousness into the nearby environment, sensing unseen threats and spying around corners. You can spend 3 Focus Points to cast Clairvoyance without components.
  • Gravity Leap: By momentarily severing gravity’s hold on your body, you can bound across the battlefield with unnatural, soaring leaps. Your jump distance is tripled.
  • Precognitive Barrier: A sudden flash of insight warns you of danger just before a weapon strikes or an ally slips up, allowing you to forcefully reshape probability. You can spend 1 Focus Point as a Reaction to cast Shield without components.
  • Psionic Command Spells: With a wave of your hand and a softly spoken word, your commands bypass the ears and implant themselves directly into a target's cerebral cortex. You can cast the following spells without components, using Wisdom as your spellcasting ability. You can spend Focus Points to cast them as a Magic action:
    • Command (1 Focus Point)
    • Suggestion (2 Focus Points)
    • Clairvoyance (2 Focus Points)

Level 17: Cosmic Conduit

  • Fluid Defence: Your perception of time slows to a crawl, allowing you to fluidly brush aside incoming sword swings and melee strikes without breaking your combat rhythm. Your Deflect Attacks feature no longer requires a Reaction to use against melee attacks, though you can still only redirect one attack per round. This redirected melee attack deals Force damage.
  • Kinetic Stasis: You strike a target, and instead of withdrawing your hand, you close your fist—locking them inside an agonizing, microscopic field of absolute stasis that threatens to crush their internal organs. When you hit a creature with an Unarmed Strike, you can spend 4 Focus Points to channel crushing telekinetic pressure. The target must make a Charisma saving throw. On a failure, it takes 10d12 Force damage and is Paralysed for 1 minute. On a success, it takes half as much damage and is not Paralysed. The paralysed target can repeat the save at the end of each of its turns.
  • Unstoppable Flow: Even when physically drained, your deep soul-bond with the universe ensures you are never completely cut off from your power. When you roll for initiative and have no Focus Points left, you immediately regain 2 Focus Points.
  • Apex Manipulation Spells: You can completely sever a creature's connection to magic or seize telekinetic control over massive battlefield objects. You can spend Focus Points to cast the following spells as a Magic action: 
    • Telekinesis (5 Focus Points)
    • Mass Suggestion (6 Focus Points)
    • Banishment (4 Focus Points)
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