Way of the Enlightened Mind (5e Subclass)
Way of the Enlightened Mind[edit]
Monk Subclass
The way of the Enlightened Mind teaches its students that a potent intellect can prove to be just as powerful a weapon as a potent body. Through rigorous physical and mental labor, one of these monks can unlock the secret recesses of their own psyche allowing them to manipulate the world around them through sheer psychic influence. From picking objects up with their minds to erecting defensive barriers to protect others, these monks prove that a balance between physical and mental potency can be a devastating combination.
- Way of the Enlightened Mind Features
Monk Level | Feature |
---|---|
3rd | Awaken Instinct, Unlocked Telekinesis |
6th | Mind Touch |
11th | Amplified Telekinesis |
17th | Telekinetic Barrier |
- Awaken Instinct
When you choose this tradition at 3rd level, your awakened intellect augments the flow of your ki and your ability to innately defend yourself. Instead of using your Wisdom modifier to increase your Armor Class with your monk Unarmored Defense feature you can instead use your Intelligence modifier to increase your Armor Class. All other restrictions still apply.
Your ki is also augmented by your new state of mind. Your ki saving throw DC can now be calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Intelligence modifier
- Unlocked Telekinesis
Starting at 3rd level, your telekinetic powers manifest which allows you to manipulate inanimate objects in the world around you. These powers allow you to do a multitude of things which are detailed down below. The range of your psychic influence is 30 feet. Any object that moves outside of this range cannot be further manipulated by your mind and is dropped. The max number of objects you can psychically pick up and hold onto at one point of time is equal your Intelligence modifier (to a minimum of 1). The combined maximum amount of weight (in pounds) your telekinetic grip can support at one point of time is equal to your monk level x 5. When adding a new item to your telekinetic grip causes you to breach either the your maximum number of objects or your weight threshold, you choose which objects you drop in order to get the combined number of objects or weight back under their maximum.
Any object that is within your telekinetic control is considered in your possession. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or container, stowing or retrieving an item from an open container, or pouring the contents from a vial. As long as the object stays within your psychic range, any held object maintains its position. Any creature attempting to move something within your telekinetic control must make a Strength check contested against your Intelligence check. If the creature wins the contest it removes the object from your telekinetic grip.
Pick Up Uncontested Objects:
You may pick up uncontested objects with your mind. As part of the Use an Object action or the Attack action, you may telekinetically pick up objects that you can see within 30 feet of you that are not being worn or carried by a creature.
Pick Up Contested Objects:
You may attempt to grab an object that is contested by another creature with your mind. As an action, you can attempt to telekinetically grab one object that is worn or carried by a creature that you can see within 30 feet of you. To take the item you must make an Intelligence check contested by that creature's Strength check. If you succeed, you pull the object free from that creature and may now telekinetically hold it.
Move Objects:
You are allowed to move objects that are in your telekinetic grip as long as they stay within 30 feet of you. When you telekinetically pick up an uncontested object you can also move that object up to a distance equal to your move speed (ignoring any effect that would reduce your speed). Additionally, when you move with your movement, action, bonus action, or reaction any object you are telekinetically holding may also move up to your uninhibited move speed.
Attacking with an Object:
You may attack with objects that are currently in your telekinetic grip as part of a new attack option that you can use with the Attack action. This special telekinetic attack is a melee weapon attack based on the location of the object you are telekinetically holding. You add your Intelligence modifier to the attack and damage rolls made with this object and if this object is a weapon you are proficient with you may add your proficiency bonus to the attack roll. These attacks do damage of the type appropriate for the item being used in the attack and its damage die is equal to your Martial Arts die (even if the item is a weapon that's native damage die is higher than your Martial Arts die). For example: a rock would do Martial Arts die + Intelligence modifier bludgeoning damage while a long sword would do Martial Ats die + Intelligence modifier slashing damage.
When you use the Attack action with an unarmed strike, a monk weapon, or with this special telekinetic attack on your turn, you can make one special telekinetic attack as a bonus action. Conversely, immediately after you take the Attack action on your turn, you can use a bonus action and spend 1 ki point to make two special telekinetic attacks.
When you gain the Extra Attack feature, this special telekinetic attack can be used for any of the attacks you make as part of the attack action.
Attacking with a magic weapon does provide its additional benefits when used in a special telekinetic attack (normal attunement rules still do apply). For example: a flame tongue short sword used in a special telekinetic attack would do martial arts die + Intelligence modifier piercing damage + 2d6 fire damage. However, special telekinetic attacks that are done as part of a bonus action cannot use a magic weapon's properties.
- Mind Touch
Starting at 6th level, you are able to transmit and intercept telepathic communication. Any creature that sends or receives telepathic communication within 30 feet of you can also be heard by you in your mind, even if you are not the intended target. You can now also telepathically speak with any creature that you can see within 30 feet of you. The creature automatically understands you provided it is able to understand at least one language. However, the target creature does not gain the ability to respond back to you telepathically.
Additionally, when you attack with a weapon you a proficient with by using your unlocked telekinesis special attack, the attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Amplified Telekinesis
Starting at 11th level, you can temporarily enhance your telekinetic powers allowing you to more directly affect creatures with telekinesis. As a bonus action, you can amplify your psychic focus for 1 minute. For the duration you gain the following effect.
When you amplify your psychic focus, and as a bonus action on subsequent turns, you can choose one creature that you can see within 30 feet of you. The target must succeed on a Strength saving throw against your ki save DC or you can move the creature up to 30 feet in any direction, including upward but not beyond 30 feet of you. Until the end of your next turn, the creature is grappled in your telekinetic grip. A creature lifted upward is suspended in mid-air. The creature does not count against the maximum number of objects you can telekinetically hold onto at one point of time nor does the creature's weight count against the maximum amount of weight you can psychically hold. On subsequent rounds, you can use your bonus action to attempt to maintain your telekinetic grip on a held creature by forcing it to repeat the saving throw, ending the telekinetic grapple on the creature if it succeeds.
Once you amplify your psychic focus you cannot do so again until you finish a long rest, unless expend 3 ki points to amplify it again.
- Telekinetic Barrier
At 17th level, you gain the ability to create a force field of psychic energy to protect yourself and others from harm. When you or a creature you can see within 30 feet of you is subjected to an area effect, such as a red dragon’s fiery breath or a cone of cold spell, that allows them to make a Dexterity saving throw, a Strength saving throw, or a Constitution saving throw to take only half damage, you can use a reaction and spend 2 ki points to erect an invisible shield of force to protect up to your Intelligence modifier (minimum of 1) number of creatures that you can see within 30 feet of you from that effect. Creatures that are shielded by this barrier take no damage if they succeed the saving throw, and only half damage if they fail.
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