Base Class: Monk
After years of hard study you learned to interact with things in a different way. Using only the power of your mind, you can project blows and create barriers of pure force of movement. Monks of the Way of Telekinesis are rare sightings, and only a few monasteries destinated to this kind of practice exist.
Projected Blow
Starting when you choose this tradition at 3rd level, you can manipulate the force betwen you and your enemy to improve your hit. You can project any of your melee blows, dealing one Martial Art dice force damage. The creature must be a maximum of 10ft away from you so the projection can hit it.
You can also concentrate this energy on yourself, and hit physically the target. If you do that, add one extra Martial Art dice of force damage to the damage of the Melee Attack or the Unarmed Strike.
Force Defense
At 6th level, you gain the ability to protect yourself and your allies. As a reaction, you can project force to parry or deflect an attack. For that, you must make a Dexterity check greater than the enemy's attack roll. You can protect allies no further than 10ft from you. You must spend a ki point each time you use this feature.
You can also create a shield around you and your allies. If any creature attacks the shield, it must make a Constitution saving throw againt your ki save DC, and on a failed save, take two Martial Art dice of force damage. You must spend two ki points each time you use this shield. Using this feature takes a bonus action and the shield lasts for how many ki points you spent (minimum of two) rounds.
Energy Ray
Starting at the 11th level, you can concentrate power to create power bolts. For an entire round, you must stand still, focusing energy. In te following round, you release five intense blows of energy, that deals two Martial Art dice power damage each. At level 20, you can release five more bolts. The target must make a Constitution saving throw against your ki save DC, and on a failed save, be knockbacked half it's movement speed and fall prone. This attack is a ranged attack with a 120ft range.
You can use this feature twice per short rest ate level 11, four times per short rest at level 15 and six times at the 19th level.
Force Manipulation
At 17th level, you gain the ability to change how gravity works for each creature. You make creatures restrained into the ground, or make them levitate into the air. For each affected creature, you must spend one ki point. You can maintain them in that condition uo to 10 minutes, and, when this condition ends, creatures must make a Constitution saving throw (Dexterity for a creature that got lifted in the air). On a failed save, the creature takes 20d10 force damage and gets unconscious, and on a succesful one, takes half that damage and just falls prone. The affected creatures can make a saving throw every end of their turn to snap out of their condition, but still have to make the damage saving throw if they succeed in the first one.
You can use this feature once per long rest.
Previous Versions
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