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# Monk Subclass - Way of the Force ## Overview Monks of the Way of the Force are masters of not only manipulating their own Ki, but also manipulating the Ki that flows between living things, and the Ki in every living thing, to achieve wondrous and terrible feats. They focus their Ki into pushing and pulling objects without touching them, throwing lightning from their fingertips, and manipulating the actions of those around them. #### Disciple of the Force When you choose this tradition at 3rd level, you learn mystical disciplines that harness the power of the Force. A discipline requires that you spend Ki points in order to use it. You know the Force Attunement discipline and one other force discipline of your choice, which are detailed in the "Force Disciplines" section below. You learn one additional force discipline at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one force that you already know with another discipline. #### Force Disciplines The force disiplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline. Some force Displines require a Saving Throw. The Saving Throw is calculated by **Force Save DC** = 8 + Your proficiency bonus + Your Wisdom modifier ***Force Attunement*** You can use your action to briefly control the flow of Ki nearby, causing one of the following effects of your choice: * Lift up an object and move it around. The object must weigh less than 10 lbs and cannot be picked up or moved a distance greater than thirty feet away from you. You must be able to move at least one of your arms for this to be activated. The object can not be currently equipped by another creature. * You can make short predictions about the flight path of projectiles that will be shot on the rest of the round. Projectiles fired at you have disadvantage, and you gain immunity from the *magic missile* spell. * You may prod at the feelings of a creature you can see within 60 feet of you. You get a general idea of the emotions they are feeling, but not their thoughts or actions. ***Force Choke (6th Level Required)*** You can spend 3 Ki points to extend your grasp and tightly grip a creatures neck. You choose a size Large or smaller creature that you can see within 30 feet. They must make a Constitution saving throw or be lifted 5 feet into the air. While the creature is lifted like this, they cannot breath. You may use your next action to close your grasp, snapping the creatures neck and dealing 2d10 bludgeoning damage. You may choose to concentrate on this discipline, holding the creature until they suffocate to death. The creature held can make a Strength saving throw on each of their subsequent turns. The effect ends if concentration is broken or if the held creature succeeds on the Strength saving throw. ***Force Ghost (17th Level Required)*** You gain the ability to have your consciousness tied to your Ki. If you should drop to 0 hit points and fail three death saving throws, you instead turn into a Force Ghost rather than pass on. While a Force Ghost, you cannot interact with the physical world, and you are intangible and invisible to those you choose not to reveal yourself to. However, your Ki point maximum increases by an amount equal to your Monk level. While a Force Ghost, you are immune to physical damage types. However, you can still be damaged by magical sources, and when your hit points are dropped to 0, you cannot be brought back to life by anything other than a *True Resuurection* or *Wish* spell. ***Force Lightning (6th Level Required)*** You can spend 3 Ki points extend your fingertips, as blue sparks of electricity spring forth from them. Choose a target creature within 20 feet of you that you can see. Make a ranged spell attack on them. On hit, deal 3d8 lightning damage to the creature per Ki point spent on this discipline, . If the creature is Large or smaller, they are stunned until the end of their next turn. ***Force Push*** You spend 1 Ki point to push a creature in any direction. You target a creature in front of you, and it must make a Constitution saving throw. On a failed save, the creature is launched backwards 30 feet or until they hit the nearest solid wall. They take bludgeoning damage equal to the distance traveled. Creatures size Large or Larger have advantage on the saving throw. ***Mind Trick (6th Level Required)*** You may spend 4 Ki points and wave your hand in front of the eyes of a creature. They must make a Wisdom saving throw. If they fail the throw, you give them a command and they will repeat the order to you, and then complete the order. If they succeed on the saving throw, you cannot attempt this again until you finish a long rest. ***Prevent Death (17th Level Required)*** You may spend 10 Ki points. Choose a creature other than yourself that has 0 HP. They regain HP equal to their hit point maximum. ***Telekinesis*** You may spend 1 Ki point. You extend your arms and target a creature or object weighing more than 10 lbs within 30 feet. Unwilling creatures must make a Constitution saving throw. On a failed save, you can manipulate their position vertically and horizontally. The effect ends when the creature exists the range of the discipline, if you choose to let them go, or if the effect ends. You may concentrate on this discipline for a duration of 1 minute. \pagebreak ***Weapon Toss*** You may spend 1 Ki point. The weapon your are holding gains the *Thrown* property, with a short range of 20 feet and a long range of 60 feet. You throw this weapon at an enemy. It then returns to your hand. The weapon you choose must be a Monk weapon.