Monk, Way of the Mind

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Monk, Way of the Mind

Psionic Initiate

At 3rd level, you learn the mage hand cantrip. Whenever you use mage hand, it is does not require any spell components, and it is completely invisible and cannot be seen even by Truesight.

Psionic Probe

At 3rd level, your psychic abilities allow you to peer into the thoughts of other creatures. You may use this feature to expend 2 Ki points in order to cast the Detect Thoughts spell without expending a spell slot and without providing any spell components. Once you cast Detect Thoughts using this feature, you cannot do so again until after completing a short rest.

Psionic Arts

Starting at 6th level, you are able to skillfully blend your martial prowess with your telekinetic potential. Your unarmed strikes have a range of 15-feet. When attacking a creature that is not within 5 feet of you with your unarmed strikes, your unarmed strikes deal force damage.

Detect Intention

At 6th level, at the end of your turn, you may expend 1 ki point to grant yourself advantage on the next saving throw you make before the beginning of your next turn.

Exert Greater Psionics

At 11th level, whenever you cast the Detect Thoughts spell, the first time you probe deeper into a creature’s mind during a single casting of this spell, the target creature automatically fails its Saving Throw to resist this spell.

Additionally, you may expend 4 Ki Points to cast either the Synaptic Static or Telekinesis spell without expending a spell slot or providing spell components. When you cast Synaptic Static or Telekinesis using this feature, you cannot use this feature again until after completing a long rest.

Force to Move Mountains

At 17th level, you have masterfully melded your psychic force into your martial arts. Whenever you damage a creature with an unarmed strike, they are immediately shoved back in a 5-foot line away from you. If the target creature is forced into a wall, they take an additional 2d8 bludgeoning damage. If the target creature is forced into the same space as another creature, the second creature is moved into the nearest unoccupied space, takes the same amount of damage as the initially targeted creature, and must succeed on a Strength Saving Throw against your Ki Save DC or immediately fall prone.

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