Way of the Forceful Mind

There are many paths to the ideal of perfection in Ghelspad. A being has many paths to this perfection, but followers of the Way of the Forceful Mind argue the most important of all is the mind. The mind controls the movements of the body, the pumping of the heart, and even the choices a person makes to shape their soul. Bringing the mind into a state of ideal realization causes all else to fall in line perfectly.

Followers of the Way of the Forceful Mind are rumored to be able to influence the minds of others, enhance the strength of their muscles, and even move things without touching them.

Mind Bend

At 3rd level, you can influence others’ actions and responses. You can spend a Ki point to gain advantage on any social roll. If the target’s Wis score is 5 or more less than yours, you gain expertise on this roll and have advantage.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in Wisdom saving throws. In addition, you gain proficiency in any one of Insight, Investigation, or Perception checks as your keen mind lets you see the slight inconsistencies others might miss. If you are already proficient in all three skills, choose one and gain expertise in it instead.

As an action, you can sever the connection to the stray early.

Once used, this feature cannot be used again until the druid finishes a long rest.

Calculated Movements

Beginning at 6th level your wholeness of mind allows you to exceed the limits of your body. The distance of your standing jump is doubled, and your long jump is tripled.

In addition, when you use your Flurry of Blows, you can spend an additional 2 Ki points to add your Wisdom modifier to the attack and damage rolls of the attack.

Essence of Thought

At 11th level, you can force the very elements around you to bend to your mind. You can spend 4 Ki points to shape the air around you or around an ally you can see into a protective shield. As a reaction, you can cast resilient sphere.

The sphere takes all damage you or your ally would have taken that turn, and then disappears at the start of your next turn.

Mind Over Matter

At 17th level, you gain the ability to manipulate objects and creatures as if having cast the telekinesis spell. You require no components or concentration to use this ability. In addition, this ability is always available, not requiring an action to cast.

Section 15: Copyright Notice

Troubadours & Tenders of the Grove, Pugilists & Pact Makers A Scarred Lands Character Options Supplement By Vorpal Tales Authors: Patrick Warren, Shawn McNamara, Tyler Middleton, Zachery Naldrett

This is not the complete section 15 entry - see the full license for this page