Base Class: Monk
Through intense training of mind, body and spirit, the monks of this discipline are able to gain mastery of the senses and even reality itself. The Awakened are able to unlock dormant powers within and harness the universe itself.
Awakened Mind
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Detect Thoughts, Calm Emotions, Enhance Ability on yourself, or See Invisibility, without providing material components.
Additionally, you many spend 2 Ki and cast Augury by spending 10 minutes in meditation.
Additionally, you gain the Thaumaturgy cantrip if you don’t already know it.
Wisdom is your spell casting attribute for these abilities. Creatures must save against DC 8 + prof + wisdom mod when casting these spells.
Bend Reality
At 6th level, you gain the ability to bend reality connecting two points in space which you can then move between. As a bonus action, you may spend 2 Ki you can teleport up to 60 ft. to an unoccupied space you can see. You then have advantage on the first melee attack you make before the end of the turn.
Time Ripple
By 11th level, you have learned to create minor ripples in time and space. You may spend 6 Ki to create a ripple in time allowing you to see the best possible outcome to a course of action. For the next minute you have advantage on ability checks, attack rolls and saving throws. Additionally, you may use your reaction to impose disadvantage on attacks directed against you or an ally within 30 feet.
Psychic Overload
At 17th level, you gain supreme control over mind, body, spirit, time and space. You can use your master to flood victims minds with visions of alternate planes of existence, unearthly forces and overwhelming emotions.
This wave of psychic energy can be targeted at a single creature you touch, or unleashed as a wave affecting all creatures within 30 feet of you.
Each creature must make a wisdom save or suffer 8d8 psychic damage and have disadvantage on all attack, saving throw or ability check rolls for the next two rounds. A successful save results in 1/2 damage and no other affects.
As an action, spend 4 Ki to focus this blast on a single creature you touch or 6 Ki to create a blast.
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