Base Class: Monk
Monks of this tradition are followers of ancient and mysterious powers that reside in the Far Realm. The motives and desires of these beings are unknowable and cannot be understood by mortals, but their immense breadth of knowledge and power attracts curious followers. These monks draw upon the power of these great beings for their own purposes or sometimes guided by visions and commandments that they do not fully understand. In their insane fanaticism, Far Mind are dangerous and unpredictable foes of any who would stand against the will of the Great Old Ones.
Madness of the Far Realm
The far realm holds the unknowable power or terror of things and magic beyond what meer mortals can handle. Whenever you perform any of your subclass features, you body or ki can react in kind to the effect. Your eyes might become darken or your body becomes slimy and aquatic-like. Each monk within this monastic tradition has their own methods and morality to do so. With all alignments of creatures practicing the art of the far realm. Whenever you charm or frighten a creature, the effect can take multiple forms. Some creatures suffering from the conditions are given prophetic visions of eldritch creatures or past events. Some creatures sight is warped into creating to false illusion of the monk. Trying to rationalize it, they view the monk as a aberrant or monsterity creature that it knows of. Over time, even the monk believe themselves to become a creature of the far realm.
Acolyte of the Great Ones
3rd-level Way of the Far Mind feature
As a follower of the old ones, you have learned the ways of the aberrant. You mind, body, and soul have be changed forever more
- You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If you already have telepathically from any source, its range increases by 30 feet.
- You gain a swimming speed equal to your walking speed and you can breathe underwater.
- You gain proficiency in the Arcana and Religion skills, if you don't have them already, and you can use your Wisdom modifier instead of your Intelligence modifier for the ability check.
Psychic Strikes
3rd-level Way of the Far Mind feature
You can channel your eldritch ki into striking the minds of your foes from a distance. When you take the Attack action on your turn, you can replace one of the attacks or one of your flurry of blows with an blast of psychic energy at a creature of your choice within 60 feet from you. The target must make a Intelligence saving throw. On a failed save, the target takes it takes two rolls of your Martial Arts die of psychic damage and the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. On a save success, they take half as much damage and they are not charmed or frightened.
At 11th level, the damage of this attack increases to three rolls of your Martial Arts die and you can target two different creature with this attack.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again.
Alien Soul
6th-level Way of the Far Mind feature
Whenever you deal damage to a creature charmed or frightened by you, you regain a number of hit points equal to your Wisdom modifier (minimum of one).
In addition, whenever you succeed on an Intelligence, a Wisdom, or a Charisma saving throw against a creatures spell or attack, you can use your reaction to attempt to invade the mind of that creature. You initially learn the surface thoughts of the creature and it must make a Wisdom saving throw or become charmed or frightened (your choice) by you until the end of your next turn.
Ward of the Beyond
11th-level Way of the Far Mind feature
The power of your Eldritch ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can create an aura of aberrant power that radiates 30 feet from you for 1 minute. For the duration, you gain the following effects:
- You and your allies within your aura gain resistance to psychic damage type.
- Waves of psionic energy flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is damaged by another creature within the aura, the attacking creature takes psychic damage equal to your Wisdom modifier to the attacker.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend 4 ki points to use it again.
Touch of the Madness
17th-level Way of the Far Mind feature
The far realm might be a mystery to some, but to you it has becomes home. You have adapted you mind, body, and spirit to thrive within the environments that aberrant creatures live in. You gain the following benefits:
- You have immunity to any effect that would sense your emotions or read your thoughts, as well as all divination spells.
- You attacks and features ignore resistance to psychic damage.
- When a creature fails their saving throw from your attacks or features, the targets mind begin to wean. At the start of each of the creature’s turns while charmed or frightened by you, roll a 1d4 and the creature's Intelligence score is reduced by the rolled amount. If the creature score is reduced to 0, the creature becomes stunned for the duration of the charmed or frightened condition. When the target is no longer charmed or frightened by you, the creature reagains any score reduced by this feature.
- When you activate your Ward of the Beyond, psionic destruction explodes from you. Choose any number of creatures you can see within your aura, each creature of your choice must make a Wisdom saving throw or take 4d10 psychic damage or half as much damage on a success. A creature damaged by this feature has disadvantage on saving throws to maintain concentration on a spell.
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