Monk
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

Your presence invades the minds of your foes, exposing their deepest fears and unraveling their resolve.

Once per turn, 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.

Alternatively, when you hit a creature with an Unarmed Strike or Monk Weapon attack, you can expend 1 Focus Point to activate this feature.

When you activate Dreadful Imposition, choose a number of creatures you can see within 15 feet of you equal to your Wisdom modifier (minimum of one). Each chosen creature must succeed on a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or suffer one of the following effects:

  • The creature is Frightened of you until the end of your next turn.

Or

  • The creature is Charmed by you until the end of your next turn (or for 1 minute if you are not in initiative). The effect ends immediately if you or one of your allies damages the creature.

If a creature is already Frightened or Charmed and fails this saving throw, it instead becomes Incapacitated until the end of your next turn.

Level 3: Level 3: Thought Assault

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 Assault

You can bolster your Thought Assault ability. When you cast Detect Thoughts using your Thought Assault feature, the spell no longer requires Concentration.

While reading a creature's surface thoughts, choose one of the following effects:

  • You have advantage on attack rolls against that creature.
  • That creature has disadvantage on attack rolls against you.

At the start of each of your turns, you can change your choice.

While Detect Thoughts is active, you can use your Reaction to shift your focus to a different creature you can see within range of the spell. The benefits of this feature then apply to the new target.

Once you cast Detect Thoughts using this feature, you can't do so again until you finish a Short or Long Rest, unless you expend 2 Focus Points to use it again.

Level 6: Level 6: Mind’s Guile

Whenever you make a Deception, Insight, Intimidation, or Persuasion check, you can use your Wisdom modifier in place of the ability score normally used for the check. 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.

When you use Dreadful Imposition, you can expend 1 Focus Point to ignore immunity to the Charmed or Frightened condition for that use. A creature normally immune to the chosen condition makes its saving throw as normal.

In addition, creatures of your choice that start their turn within 30 feet of you have their Speed reduced by 10 feet until the start of their next turn.

Level 17: Level 17: Cataclysm of the Mind

As an action, you unleash a devastating psychic shockwave. Choose up to three creatures you can see within 60 feet of you. Each target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).

On a failed save, a creature is overwhelmed by a manifestation of its most profound terror for 1 minute. While affected by this feature, the creature suffers the following effects:

At the start of each of its turns, it takes 5d10 psychic damage.

Choose one of the following conditions for each target that fails its saving throw:

  • Blinded
  • Frightened

If you chose a condition to which a creature is immune, you can expend 1 Focus Point to ignore that immunity for this use. A creature normally immune to the chosen condition makes its saving throw as normal.

At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success.

Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend 5 Focus Points to use it again.

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