Base Class: Monk
Monks of the Way of the Force study and embody the natural energy that links all living things. Each individual monk chooses one of the following three codes to live by- the Jedi Code, the Grey Code, or the Sith Code. This is usually determined by your initial alignment, with those who follow the Jedi Code tending toward good and/or lawful alignments and those who follow the Sith Code tending toward evil and/or chaotic ones.
Jedi Code
There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.
Grey Code
Flowing through all, there is balance.
There is no peace without a passion to create.
There is no passion without peace to guide.
Knowledge fades without the strength to act.
Power blinds without the serenity to see.
There is freedom in life.
There is purpose in death.
The Force is all things and I am the Force.
Sith Code
Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.
Disciple of the Order
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the force. A discipline requires you to spend ki points each time you use it. You know the Force Sensitive discipline and one other force discipline of your choice, which are detailed in the "Force Disciplines" section below. You learn two additional force disciplines of your choice at 6th, 11th, and 17th level.
Whenever you learn a new force discipline, you can also replace one force discipline that you already know with a different discipline.
Casting Force Spells. Some force disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of an force discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as catapult does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Matter Manipulation to cast catapult, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.
Spells and Ki Points
|
Monk Levels |
Maximum Ki Points for a Spell |
|---|---|
|
5th–8th |
3 |
|
9th–12th |
4 |
|
13th–16th |
5 |
|
17th–20th |
6 |
Lightsaber Proficiency
You are proficient with all forms of lightsabers, regardless of what their original weapon inspiration was, and they count as monk weapons for you. When you gain this feature, you gain one lightsaber of your choice.
Lightsabers are melee weapons that deal radiant damage instead of their usual damage type.
Force Specialization
At 11th level, you choose a minor specialization, either focusing more on the Force itself or on combat. You gain your choice of Force Acumen, Force Valor, or Unlimited Power.
Force Acumen
Starting at 11th level, your attunement to the force allows you to be more skillful. You gain proficiency in two skills of your choice. This can be applied to skills you are already proficient in to gain expertise in said skill. Additionally, when you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Force Valor
Starting at 11th level, your attunement with the force grants your greater speed and focus that allows you to safely make more attacks. You can now make three attacks instead of two.
Unlimited Power
Prerequisite: Neutral or Evil Alignment, Sith Arts Force Discipline
Starting at 11th level, you gain the ability to convert your life force into ki. As a bonus action on your turn, you can convert your hit points into ki points, spending 3 hit points per ki point restored. If this would send you to 0 HP, you instead fall unconscious, but are stable. If you chose the Physical Enhancement Force Discipline, all healing spells now grant temporary HP that disappears at the end of combat instead of healing normally. Recovering more than half your maximum ki in one round with this ability counts as an evil act for purposes of tracking alignment.
Force Disciplines
The force disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.
Advanced Force Sense
Prerequisite: 11th level, Intermediate Force Sense Force Discipline
You can spend 4 ki to cast Clairvoyance, Conjure Animals, Counterspell, Dispel Magic, Sending, or Speak With Dead.
You can spend 5 ki to cast Arcane Eye, Divination, or Locate Creature.
Advanced Matter Manipulation
Prerequisite: 11th level, Intermediate Matter Manipulation Force Discipline
You can spend 4 ki points to cast Fly, Melf’s Minute Meteors, Wall of Sand, Wall of Water, Water Walk, or Wind Wall.
You can spend 5 ki points to cast Control Water, Fabricate, or Watery Sphere.
Advanced Mind Manipulation
Prerequisite: 11th level, Intermediate Mind Manipulation Force Discipline
You can spend 4 ki to cast Enemies Abound, Fear, or Nondetection.
You can spend 5 ki to cast Charm Monster, Compulsion, Confusion, or Dominate Beast.
Advanced Physical Enhancement
Prerequisite: 11th level, Intermediate Physical Enhancement Force Discipline
You can spend 4 ki points to cast Feign Death, Haste, Mass Healing Word, Plant Growth, Protection from Energy, or Slow.
You can spend 5 ki points to cast Blight, Death Ward, or Freedom of Movement.
Advanced Sith Arts
Prerequisite: 11th level, Intermediate Sith Arts Force Discipline, Neutral or Evil Alignment
You can spend 4 ki to cast Blinding Smite, Call Lightning, Hypnotic Pattern, Lightning Bolt, or Major Image.
You can spend 5 ki to cast Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, or Staggering Smite.
Force Sense
You can spend 1 ki to cast Message.
You can spend 2 ki to cast Alarm, Animal Friendship, Detect Evil and Good, Detect Magic, Faerie Fire, Find Familiar, or Identify.
Force Sensitive
You can use your action to briefly connect to the force nearby, causing one of the following effects of your choice:
- You instantly make a flower bloom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You grant yourself advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you for up to a minute. When this effect ends, the creature realizes that you have influenced its mood and becomes hostile toward you.
- You grant another creature a d4 that they can add to an ability check within the next minute. You can only grant one d4 at a time.
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
- You manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial up to 30 feet away, as if using Mage Hand. When you use this ability, it cannot attack, activate magic items, or carry more than 10 pounds, and lasts up to one minute.
- You can stabilize a creature that has 0 hit points. This has no effect on undead or constructs.
- You grant yourself advantage on your next attack.
Intermediate Force Sense
Prerequisite: 6th Level, Force Sense Force Discipline
You can spend 3 ki to cast Augury, Beast Sense, Detect Thoughts, Find Traps, or See Invisibility.
Intermediate Matter Manipulation
Prerequisite: 6th Level, Matter Manipulation Force Discipline
You can spend 3 ki points to cast Arcane Lock, Cloud of Daggers, Dust Devil, Gust of Wind, Hold Person, Knock, Levitate, or Shatter.
Intermediate Mind Manipulation
Prerequisite: 6th level, Mind Manipulation Force Discipline
You can spend 3 ki to cast Blindness/Deafness, Calm Emotions, Crown of Madness, Enthrall, Mind Spike, Silence, or Suggestion.
Intermediate Physical Enhancement
Prerequisite: 6th level, Physical Enhancement Force Discipline
You can spend 3 ki to cast Aid, Blindness/Deafness, Enhance Ability, Gentle Repose, Lesser Restoration, Pass Without Trace, Prayer of Healing, Ray of Enfeeblement, or Warding Bond.
Intermediate Sith Arts
Prerequisite: 6th level, Sith Arts Force Discipline, Neutral or Evil Alignment
You can spend 3 ki to cast Blur, Branding Smite, Invisibility, Mirror Image, Phantasmal Force, or Scorching Ray.
Master Force Sense
Prerequisite: 17th level, Advanced Force Sense Force Discipline
You can spend 6 ki to cast Commune, Contact other Plane, Dispel Evil and Good, Dream, or Scrying.
Master Matter Manipulation
Prerequisite: Level 17, Advanced Matter Manipulation Force Discipline
You can spend 6 ki points to cast Animate Objects, Bigby’s Hand, Destructive Wave, Hold Monster, Maelstrom, Telekinesis, Wall of Force, Wall of Stone, or Wrath of Nature.
Master Mind Manipulation
Prerequisite: 17th level, Advanced Mind Manipulation Force Discipline
You can spend 6 ki points to cast Awaken, Dominate Person, Dream, Geas, Modify Memory, or Synaptic Static.
Master Physical Enhancement
Prerequisite: 17th level, Advanced Physical Enhancement Force Discipline
You can spend 6 ki to cast Contagion, Enervation, Reincarnate, or Skill Empowerment.
Master Sith Arts
Prerequisite: 17th level, Advanced Sith Arts Force Discipline, Neutral or Evil Alignment
You can spend 6 ki points to cast Cloudkill, Immolation, Insect Plague, Seeming, or Negative Energy Flood.
Matter Manipulation
You can spend 1 ki point to cast Magic Stone, Mending, or Shillelagh.
You can spend 2 ki points to cast Catapult, Earth Tremor, Entangle, Feather Fall, Tenser’s Floating Disk, Thunderwave or Unseen Servant.
Mind Manipulation
You can spend 1 ki to cast Vicious Mockery.
You can spend 2 ki to cast Beast Bond, Cause Fear, Charm Person, Command, Compelled Duel, Dissonant Whispers, Sanctuary, or Sleep.
Physical Enhancement
You can spend 1 ki to cast Resistance.
You can spend 2 ki to cast Absorb Elements, Bane, Bless, Cure Wounds, Expeditious Retreat, False Life, Healing Word, Heroism, Hex, Jump, Longstrider, Mage Armor, Ray of Sickness or Zephyr Strike.
Sith Arts
Prerequisite: Neutral or Evil Alignment
These arts are a very slippery slope. Using them frequently or under certain circumstances may count as an evil act for determining alignment.
You can spend 1 ki to cast Minor Illusion, Produce Flame, or Shocking Grasp.
You can spend 2 ki to cast Arms of Hadar, Burning Hands, Disguise Self, Inflict Wounds, Searing Smite, Silent Image, Thunderous Smite, Witch Bolt, or Wrathful Smite.
6th Level Force Disciplines
This is only here to meet the level features requirement. All features are included in the above list of disciplines.
17th level Force Disciplines
This is only here to meet the level features requirement. All features are included in the above list of disciplines.







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Posted Apr 19, 2020Haha, thanks! We did lots of research into the Jedis' abilities and codes and did our best to preserve that without making it unbalanced. Good to know it paid off. :)
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Posted Apr 19, 2020Best one on here