Way of the Still Mind

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Way of the Still Mind

Monks that follow the Way of the Still Mind have had their mind opened through meditation to the magic the mind can offer. These monks have learned to access the weave of magic with their minds and have gained psionic abilities that they can use to assist them in certain ways.

Psionic Ki

Starting when you choose this tradition at 3rd level, Psionic energy flows through you. When using Psionic abilities you may use ki points instead of needing psi points. The max ammount of Ki you can spend on a psionic ability is shown on the table below.

Monk Level Ki Max
3 1
6 2
11 3
17 4

Focused Mind

When you choose this tradition at 3rd level, you learn how to focus your mind in such a way as to gain certain benefits. You learn two of the Psionic Focuses from the “Psionic Focus” section. You learn one additional Focus from this list at
6th, 11th, and 17th level.

You may only have one psionic focus active at
any time, you may change your psionic focus as
a bonus action.

Powers of the Mind

At 3rd level, you learn psionic abilities that
harness the power of your mind. Some abilities
require you to spend ki points when you use it.

You learn two psionic abilities of your choice, which are detailed in the “Psionic Abilities” section below. You learn two additional psionic abilities of your choice at 6th, 11th, and 17th level. Each psionic ability has a minimum monk level that you must meet in order to use it.

You may replace one of your Psionic Abilities with another of your choice which you meet the requirements for at 6th, 11th and 17th level.

Psionic Ability

Some psionic abilities will ask you to make a psionic attack or require a saving throw. Wisdom is your psionic ability for these effects.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
 

Martial Psionics

Beginning at 11th level you have mastered the ability to entwine your psionic abilities with your martial artes. Whenever you use your action to activate a psionic ability you may still benefit from your martial artes and flurry of blows features as if you had taken an attack action with an unarmed strike or a monk weapon.

Psionic Focus

The psionic focuses are presented in alphabetical order..

Enhanced Speed. While focused on this ability, your walking speed increases by 10 feet.

Mental Defenses. While focused on this ability, you gain resistance to psychic damage.

Nearly Unseen. While focused on this ability, you have advantage on Dexterity (Stealth) checks.

Precognition. While focused on this ability, you have advantage on initiative rolls.

Psionic Anchor. While focused on this abilty, you become one with the earth. You cannot be moved against your will.

Psionic Fist. While focused on this ability, your unarmed strikes deal psychic damage instead of bludgeoning.

Psionic Fortitude. While focused on this ability, you gain a +1 bonus to AC.

Psionic Reach. While focused on this ability, your reach increases by 5 feet.

Spare the Dying. While focused on this ability, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

Sustenance of the Mind. While focused on this ability, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

Telepathy. While focused on this ability, you can telepathically speak to any creature you can see within 120 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Psionic Abilities

3rd Level

Beacon (Cost: 0 ki)

As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.

Energy Beam (Cost: 0 ki)

As an action, you fire a beam of energy at one creature you can see within 90 feet of you. Make a ranged psionic attack, on a hit the creature takes 1d8 acid, cold, fire, lightning, or thunder damage (your choice). This abilities damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Environmental Adaptation (Cost: 1 ki)

As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next 8 hours.

Knock Back (Cost: 1-4 ki)

When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per ki point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per ki point spent.

Light Step (Cost: 0 ki)

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Mend Wounds (Cost: 1 ki)

As an action, you can spend ki points to restore hit points to one creature you touch. The creature regains 1d8+ Wisdom Modifier hit points. You can increase this ability’s healing by 1d8 per additional ki point spent on it.

Mighty Leap (Cost: 1-4 ki)

As part of your movement, you jump in any direction up to 10 feet per ki point spent.

Mind Thrust (Cost: 0 ki)

As an action, you target one creature you can see within 90 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Miniature Form (Cost: 1 ki)

As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing.

Ogre Form (Cost: 1 ki. Conc., 1 min.)

As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit. If you’re smaller than Large, you also become Large for the duration.

Precognitive Hunch (Cost: 1 ki)

As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.

Psychic Backlash (Cost: 1 ki)

As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 1d10 psychic damage.

Steel Hide (Cost: 1 ki)

As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

6th Level

Adaptive Shield (Cost: 1 ki)

When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn.

Cloak of Air (Cost: 2 ki)

As a bonus action, you seize control of the air around you to create a protective veil. Until the end of your next turn, attack rolls against you have disadvantage.

Hardened Fists (Cost: 2 Ki)

As a bonus action, your unarmed strikes hit with the force of iron. Until the end of your next turn all of your unarmed strikes deal an extra 1d4 bludgeoning damage.

Push/Pull (Cost: 1-4 ki)

As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per ki point spent and is pushed up to 5 feet per point spent in a straight line away from you or towards you, your choice. On a successful save, it takes half as much damage and is not otherwise affected by this ability.

Psychic Speech (Cost: 2 ki)

As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.

Restore Health (Cost: 2 ki)

As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.

There and Back Again (Cost: 2 ki)

As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Tremorsense (Cost: 2 ki)

As an action, you gain tremorsense with a radius of 30 feet, which lasts for one minute.

Wind Step (Cost: 1-4 ki)

As part of your movement on your turn, you can fly up to 15 feet for each ki point spent. If you end this flight in the air, you fall unless something else holds you aloft.

11th Level

Blur of Motion (Cost: 3 ki)

As a bonus action, you cause yourself to gain incredible speed. You are invisible during any of your movement until the end of your next turn.

Danger Sense (Cost: 3 ki. Conc., 8 hr.)

As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.

Energy Adaptation (Cost: 3 ki)

As an action, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). You can only gain resistance to one type of damage in this way.

 

Iron Body (Cost: 3 ki)

As an action you cause your body to become as hard as iron, for 10 minutes you gain a +1 bonus to your unarmored AC.

Light (Cost: 3 ki)

As an action, an object you touch radiates light in a 60-foot radius and dim light for an additional 60 feet. The light lasts for one hour or until you dispel it.

Lightning Leap (Cost: 3 ki)

As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.

Psionic Strike (Cost: 1-4 ki)

You imbue a melee weapon you’re holding or your unarmed strike with psychic energy. When you hit a creature with an attack with that weapon or unarmed strike, you can expend psi points to gain a bonus to your damage roll, it deals an extra 1d8 psychic damage per ki point spent.

Psychic Vision (Cost: 3 ki)

If you concentrate for this option’s full duration, for 10 minutes you project your mind in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you use this ability, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Restore Life (Cost: 3 ki)

As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.

17th Level

Radiant Beam (Cost: 4 ki)

As an action, you project a beam of light that is 5 feet wide and 60 feet long. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage and is otherwise unaffected by this ability. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Truesight (Cost: 4 ki)

As an action, you gain truesight with a radius of 60 feet, which lasts for one minute.

Ward Against Death (Cost: 4 ki)

As an action, you touch a creature and grant it a measure of protection from death for 8 hours. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the effect ends. If the effect is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and this ability ends.

 

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