Monk
Base Class: Monk

Warriors of the Ceremorph learn to exert extraordinary control over their bodies through the power of the mind. Rather than relying solely on physical strength or agility, they use psionic energy to enhance their movements, strikes, and defenses. Through rigorous mental discipline, they can manipulate their own bodies and the world around them with thought alone, turning the battlefield into an extension of their mind.

Level 3: Psionic Physique

Your mastery of psionic energy allows you to exert precise control over your body. You can use your Intelligence modifier in place of your Strength or Dexterity modifier for attack and damage rolls with your unarmed strikes and Monk weapons. In addition, whenever you make a Strength or Dexterity ability check, you can add your Intelligence modifier.

Level 3: Cerebral Strike

You can channel your psionic power through your attacks. When you hit a creature with an unarmed strike or Monk weapon attack, you can spend 1 Focus Point to deal additional psychic damage equal to one roll of your Martial Arts die. The psychic damage is dealt in addition to the attack's normal damage.

Level 6: Cerebral Assault

You have learned to directly assault the minds of your enemies. As an action, you can spend 2 Focus Points and unleash a wave of psionic energy in a 15-foot cone. Each creature in the area must make an Intelligence saving throw against your Psionic save DC. On a failed save, a creature takes psychic damage equal to three rolls of your Martial Arts die and is stunned until the end of your next turn. On a successful save, it takes half as much damage and isn't stunned. Once you use this feature, you cannot use it again until the start of your next turn.

Level 11: Neural Disruption

Your psionic attacks can overwhelm the minds of your enemies. When a creature fails the saving throw against your Cerebral Assault, you can spend 1 additional Focus Point to force it to make an Intelligence saving throw against your Psionic save DC. On a failed save, you can choose one of the following effects: the creature is incapacitated until the end of your next turn; the creature is frightened of you until the end of your next turn; or the creature must immediately use its reaction, if available, to move up to its speed in a direction you choose. On a successful save, the creature suffers no additional effect.

Level 17: Master of the Ceremorph

Your mind has transcended the limitations of your physical form. You gain resistance to psychic damage and immunity to the charmed and frightened conditions. In addition, when you use Cerebral Strike, you can spend 3 Focus Points to force the target to make an Intelligence saving throw against your Psionic save DC. On a failed save, the target takes psychic damage equal to six rolls of your Martial Arts die and is stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half the psychic damage and isn't stunned. Once you successfully stun a creature with this feature, you cannot use this part of the feature again until you finish a Short or Long Rest.

Comments

Posts Quoted:
Reply
Clear All Quotes