Base Class: Monk
As a monk trained in the Way of the Broken Mind, you have learned to influence the ki of your opponents and that of yourself to trick and deceive their senses. Your study of ki manipulation can even be honed to enhance your own senses and movements, control or inhibit the movement of others, or even attack the very mind of your opponents.
Deceive the Mind
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells against your enemies. As an action, you can spend 2 ki points to cast blindness/deafness, enthrall, ray of enfeeblement, or suggestion, without providing material components. Additionally, you gain the message cantrip if you don’t already know it.
Amplify the Form
At 6th level, you gain the ability to enhance your own body's senses and movements using your ki manipulation. As an action, you can spend 2 ki points to cast blur, detect thoughts, or see invisibility, without providing material components. You may concentrate on one of these spells while maintaining concentration on a spell from your Deceive the Mind abilities as well, making both CON saving throws at disadvantage..
Bend the Body
By 11th level, your ki manipulation can extend to controlling the movements of your opponents. When you hit a creature with a melee weapon attack, you may spend 6 ki points to force them to make a Constitution saving throw. On a failed save, the target must use all of their movement on their next turn to move in a direction you so choose. The target will avoid obvious hazards, but will provoke opportunity attacks when moving. Alternatively, you may instead choose to leave the creature restrained until the end of their next turn.
Shatter the Mind
At 17th level, you are now able to break the mind of your opponents, forcing them to see duplicates of yourself surround them. As a bonus action, you can spend 8 ki points to benefit from the effects of mirror image and force them to make a Wisdom saving throw. On a failed save, the target takes an additional 3d10 psychic damage from your weapon attacks. You can deal this extra damage only once per turn and is reduced by a d10 die for each duplicate you lose.







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