Monk
Base Class: Monk

A Way of the Calm River monk utilizes their Chi in ways other people can't.

Psionic Talent
3rd level Way of the Calm River Monk

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Psionic Recovery:  You can meditate for 1 minute, then roll your Psionic Talent die and recover an amount of Ki points equal to the roll.  Once you do this, you cannot do it again until you complete a long rest.

Psi-Bolstered Knack. When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Mental Shield

At 3rd level you can as a reaction spend 1 Ki point to summon a telekinetic force to protect you.  Roll your Psionic Talent die and add it to your AC until the start of your next turn.  You can do this a number of times equal to your Wis modifier per short rest. 

Minor Telekinisis

At 3rd level you can cast Mage Hand at will and the hand will be invisible.

Mental Leap

At 6th level, as a bonus action you can jump a distance equal to your movement plus a roll on your Psionic Talent die. You are not limited by your total movement allowed.

Telekinitic Strike

At 6th level you gain a new way to use your psionic ability.  When you hit, you can spend 1 Ki point to deal extra damage equal to your Psionic Die roll.  This strike deals double damage to inanimate objects and constructs.  You can only use this once per turn.

Chi Sense

Starting at 11th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 60 feet of you.

Major Telekinisis

At 11th level the amount you can lift with your Mage Hand is 50lbs.  However you do not have the fine control needed to wield a weapon with it.

Surpreme Telekinisis

At 17th level the amount you can lift with your Mage Hand is 100lbs.  However you do not have the fine control needed to wield a weapon with it.

You may also use 6 Ki points to cast Telekinisis (without the need for components or concentration) as an action.  You can control it on each of your turns as a bonus action.

Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.

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