Base Class: Monk
Where Archanists of all types use their gifts and studies to tap into the arcane lines connecting the elements of the material plane; Psionicists push against the boundaries of the ethereal plane to impose their will upon reality... Practitioners of the Psionic Hand, spend hours training their bodies to handle the strain of connecting so closely to the ethereal plane, and their minds to send ripples into the boundary and change reality. A master of the Psionic Hand's surroundings is so complete that they can fight a duel while enjoying a cup of tea.
Psionic Arts
Starting when you choose this tradition at 3rd level, you can psionically assault your enemies and impose your will upon the physical world.
You can cast mage hand as a bonus action. You can use the psionic hand with the Attack action to make an attack with the mage hand. You are proficient with it, and you add your Wisdon modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. Wisdom is the Spellcasting modifier for saving throws against attacks made with the psionic hand.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
Your mage hand is considered a psionic ability not a spell. When you cast the mage hand cantrip you can cast it without verbal or somatic components, and the spectral hand is invisible, the hand moves is considered a 30 foot ranged effect centered on you, it moves with you and cannot be lost by moving out of range.
As a bonus action, you can try to use your mage hand to telekinetically shove one creature you can see within 30 feet of you. When you do so, roll your a die the size of your martial arts die, and the target must succeed on a Strength saving throw or be moved toward you or away from you a number of feet equal to 5 times the number you rolled.
Telekinetic Flight
At 6th level, you can manipulate your psionic hand to wreath yourself in telekinetic energy allowing you to fly. As a bonus action the energy of your psionic hand engulfs you, you gain a fly speed equal to your movement, until you lose concentration on the spell or until you use a bonus action to remove the psionic energy form yourself. While using the psionic hand in this way you may not use it to make attacks.
Empowered Psionics
At 11th level, you gain greater control of your psionic abilities. When casting or concentrating on mage hand you can spend one ki point to create a second psionic hand. When concentrating on the second hand you can make an additional psionic hand attack when you attack with a psionic hand as part of your bonus action. While concentrating on two psionic hands you have disadvantage on saving throws to maintain concentration on the ability.
At 11th level, you also gain the ability to empower your psionic hand. Immediately after you manifest a second psionic hand, or when concentrating on a second psionic hand, you may spend 2 additional ki points to cast the bigby's hand spell as a bonus action. Your Bigby's Hand is invisible and psionic and takes the place of the second psionic hand. Once you use this ability you cannot use it again until completing a short or long rest.
You can spend additional ki points to cast bigby's hand as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. At 11th level in this class you can spend one additional ki point, at 13th level you can spend 2, at 15th level you can spend 3, at 17th level you can spend 4 additional ki to increase the spell's level.
When concentrating on two psionic hands, one may be used for telekinetic flight while the other attacks. When both psionic hands are available to attack, and after after you take the attack action, you may make 2 psionic arts attacks without expending ki points.
Psionic Smite
At 17th level, when you hit a creature with a psionic arts attack, you can spend one ki point to deal force damage to the target in addition to the attacks regular damage. The extra damage is 2d6 for the first ki point, plus 1d6 for each ki point beyond the first to a maximum of 6d6.
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Posted Feb 2, 2024Some parts of the description are inconsistent. First it mentions that the hand is not a spell nor does it specify that or requires concentration as mage hand usual doesnt.
But in a later step it mentions concentration & the effect as a spell.
otherwsie the subclass deisgn is solid & I really like the progression.