Base Class: Monk
These force-users, known for their wisdom and understanding of the energies between living beings, utilize it for telekinesis and healing as well as combat.
Force Training
At 3rd level, you gain access to a few new ways to utilize your Ki, along with a unique weapon. Your Kyber Sword is a simple metal handle, implanted in which is a crystal of some color you choose upon gaining this feature. You are assumed to have been working to find and build this weapon in the time it takes you to reach this level.
Your Kyber Sword is a monk weapon that deals 1d8 radiant damage and has the Versatile (1d10), Light, and Thrown (20/60) properties. It must be activated with a bonus action before it can be used, and may be deactivated with a bonus action. While activated, it sheds bright light out to 20 feet, and dim light out to 40 feet.
On your turn, you may spend 1 ki point when making an attack with an unarmed strike or your Kyber Sword to add your Wisdom bonus to the attack roll.
As a reaction, you may spend a number of Ki Points up to your Wisdom modifier to gain a bonus to your AC equal to the number of Ki Points spent until the beginning of your next turn.
You gain the Mage Hand cantrip, and you may spend 2 Ki points to cast Thunderwave or Catapult. Wisdom is your spellcasting ability for these spells.
Force Healing
At 6th level, you gain the ability to heal yourself or others with the Force. You may spend 1 or more Ki Points as an action to heal yourself or one creature within touch range for 5 hit points per Ki Point spent.
Kyber Sword Defense
Beginning at 11th level, you can use your Kyber Sword to defend yourself. While wielding your Kyber Sword with it active, you may spend 1 Ki Point to cast Shield without using a spell slot. The spell immediately ends if you lose grip of your Kyber Sword, or if it becomes deactivated.
Strike of Pure Order
At 17th level, when you hit with either an unarmed strike or your Kyber Sword, you may spend 1 or more Ki points. The opponent must make a Constitution Saving Throw (DC is 8 + your wisdom modifier + your proficiency bonus). On a failure, they take 1d10 radiant damage per each Ki point you spent. On a success, they take half as much damage. Any creature with a Chaotic alignment has disadvantage on the Saving Throw.







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