Way of the Seeing Mind

Your tradition focuses on opening the mind. You’ve trained yourself to perceive reality from a vantage beyond your own senses. These mystic insights allow you to shape the world around you into what it may be, and is, based on your deeper understanding of reality.

Paradigm Strike

At 3rd level, you can channel ki into your strikes to bend reality. Whenever you use your Flurry of Blows, in place of one of the attacks, you can target a creature with one of the following effects.

  • Astral Shift. You teleport the target up to 10 feet to a destination you can see.
  • Psychic Terror. The target gains vulnerability to psychic damage until the end of your next turn. In addition, until the end of your next turn your unarmed strikes deal psychic damage to it instead of the normal type.
  • Warp Time. The target either has its walking speed halved or doubled until the end of its next turn.

Mental Overload

Starting at 6th level, when you hit a foe with an unarmed strike, your touch can impart a portion of your mystic understanding on an untrained mind, fracturing the creature’s grip on this world.

Immediately after you hit a creature that isn’t a construct or undead and has an Intelligence of at least 4, you can spend 2 ki points to force the target to make a Wisdom saving throw. On a failure, it acts as though under the effect of the confusion spell. An affected creature can repeat the saving throw at the end of its subsequent turns, ending the effect on a success.

Extended Possibilities

Beginning at 11th level, your ability to see beyond the present world lets you harness possibilities unknown to others. After you make an attack roll or ability check, but before the Gm tells you the result of the roll, you can gain an additional bonus to the roll equal to your monk level.

Once you use this feature, you must finish a short or long rest in order to do so again.

Infinite Sight

At 17th level, you can transcend your physical body and exist in a state of psychic potential.

As an action, you transform into a translucent, shimmering form and three duplicates of yourself appear in your space. When you do so, you gain resistance to all types of damage, a fly speed of 30 feet, and the ability to pass through solid objects but not end your movement within them. The duplicates use your game statistics, including these benefits.

This transformation and the duplicates last for 1 minute or until you dismiss the effect as a bonus action. While the duplicates last you can talk, see, and hear as though you were in any of the duplicate’s spaces.

You can use a bonus action to have the duplicate move 30 feet or make a single attack.

As soon as a duplicate hits with an attack, loses hit points, or fails a saving throw, it disappears. If all the duplicates disappear, your transformation also ends early.

Once you use this feature, you cannot use it again until you complete a long rest.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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