Way of the Iron Mind (5e Subclass)

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Way of the Iron Mind[edit]

Monk Subclass

Monks of the Iron Mind are trained to use psionic powers to root out their enemies. They are unparalleled in their mental discipline, and use their abilities to enhance their combat prowess, breaking the minds of those that cross them.

Psionic Strikes

Starting when you choose this tradition at 3rd level, you can unleash blasts of psychic force. You gain a new attack option that you can use with the Attack action. This special attack is an unarmed strike with a range of 10 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals force damage, and it uses your martial arts die for damage. You may make this attack in the place of any unarmed strike you would normally make.

If you use this attack during your Flurry of Blows, you may attempt to use the blast to throw any creature that is large or smaller. This creature must succeed on a strength saving throw or be pushed 30 feet away from you in a straight line.

Prey of the Mind

At 6th level, you gain the ability to channel your ki into a telepathic spear that allows you to stalk your enemies. You can spend 2 ki points to cast the Mind Spike spell as a bonus action on your turn. You can spend additional ki points to cast Mind Spike as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Iron Resolve

By 11th level, you have learned how to harden your mind against all manner of outside intrusions. You gain resistance to psychic damage, and make all Intelligence, Wisdom and Charisma saving throws with advantage.

Unyielding Force

At 17th level, you have learned how to break your way into your enemy’s mind. When you hit an creature with a Psionic Strike granted by your Flurry of Blows, you may attempt to breach into their psyche. The creature must make on an Intelligence saving throw. On a failed save, the creature is considered incapacitated, and you have access to their surface level thoughts. On each of the creatures successive turns, it may make another Intelligence saving throw. On a success, it is no longer incapacitated.

While it is incapacitated, you may attempt to reach further into its mind to retrieve memories. On your turn, you may use your action and spend 4 ki points to force the creature to make a further Intelligence saving throw. On a failed save, you gain access to a memory that you were attempting to retrieve.

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