Monk
Base Class: Monk

You manipulate the life energy of all things. While most monks call this energy Ki, your teachings describe this energy as an abstract substance called The Force. It’s an energy field created by all living things. It surrounds us and penetrates us; it binds the galaxy together. You can use The Force to produce effects ranging from telepathy and mind control to magical lightning.

Basic Force Manipulation

Starting when you choose this tradition at 3rd level, you can manipulate the energy that permeates all things.

You can use your bonus action to expend 3 Ki points and cast Telekinesis at level 5. This only lasts for one round, and you must expend an additional 3 Ki points to maintain this effect.
You can use your action to expend 1 Ki point and cast Suggestion at level 2.

Lightsaber

At 6th level, you create a special weapon called a lightsaber. It deals 1d8 + 2 radiant damage and has the light, finesse, and versatile (1d10) properties. It counts as a simple melee weapon, and is a monk weapon for you. Attacks you make with your lightsaber count as magical for the purposes of overcoming resistance to non-magical damage. A lightsaber's handle weighs 1 lb. and its blade weighs nothing. As a bonus action, you can retract or extend the lightsaber's blade. While the blade is active, it sheds bright light for 10 feet and dim light for an additional 10 feet. The color of the blade usually depends on your alignment. Though exceptions do exist, evil monks typically wield red lightsabers, and good monks typically wield blue or green lightsabers. You can spend 1 hour and 300 gp to make an additional lightsaber.

Force Insight

Beginning at 11th level, The Force gives you insight into the workings of the universe, past, present, and future. You gain the ability to cast divination spells from the wizard spell list. When you do so, you do not require verbal, somatic, or material components. To cast a spell of level 1 or higher using Force Insight, expend a number of Ki points equal to 3 times the level of the spell.

Master of The Force

At 17th level, you gain abilities based on your alignment:

Good:

*Force Healing- Spend 5 Ki points to cast Regenerate at level 7

*Force Protection- Spend 4 Ki points to cast Globe of Invulnerability at level 6

Neutral:

*Battle Meditation- Spend 5 Ki points to give your allies gain advantage on attack rolls and ability checks, while your enemies gain disadvantage

*Force Illusion- Spend 5 Ki points to cast Project Image at level 7

Evil:

*Force Lightning- Spend 7 Ki points to cast Chain Lightning at level 9

*Force Drain- Spend 6 Ki points to cast Vampiric Touch at level 9

Lawful:

*Force Barrier- Spend 5 Ki points to cast Forcecage at level 7

*Breath Control- Spend 3 Ki points to gain the ability to live without breathing for 1 hour

Chaotic:

*Force Wave- Spend 4 Ki points to push creatures and objects within 50 feet of you up to 50 feet away from you. Creatures make a Strength saving throw or are pushed up to 50 feet away from you

*Force Weapon- Spend 3 Ki points to cast Magic Weapon at level 6

Universal:

* Saber Throw- Your lightsaber gains the thrown(20/50) property

*Dun Möch- Spend 5 Ki points to cast Power Word Stun at level 8

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