Homebrew:Way of the Cosmic Mind: Difference between revisions

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{{ooc note|This is an implementation of the Way of Devils subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the Way of the Cosmic Mind subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
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{{base class|monk|blockquotestyle=width:100%}}
{{base class|monk|blockquotestyle=width:100%}}
{{sidebar|content1class=left|content1=They've become quite complicated these days. Monks used to quietly enjoy brewing ale. My, how they've changed. Devil monks? My point exactly.|content2class=right|content2=TASHA}}
{{sidebar|content1class=left|content1=The deepest of thinkers. They make their minds their swords and shields.|content2class=right|content2=TASHA}}
Monks of the Way of Devils are part of an ancient and unholy order, one dedicated to serving the legions of devils in their war against the demons of the abyss, as well as serving their infernal masters' interests on the Material Plane. Whereas most monks train in the art of self-defense, those of the Way of Devils focus on inflicting punishment and controlling their enemies. It is said that the first of these monks were Duergar, newly bound into pacts with Asmodeus and willing to wield his devilish chains over the prospect of becoming chained themselves.
Monks of the Way of the Cosmic Mind learn to harness their ki to create fantastical telepathic and telekinetic effects. Githzerai are among this tradition's most common practitioners, but followers can be found throughout many peoples across many planes.


== Devilish Chain ==
All creatures have latent innate psionic abilities, but very few ever unlock the secrets which lie beyond sentience. Monks who dedicate their lives to the mastery of their own mind eventually learn to produce incredible telepathic and telekinetic effects.
 
== Gifts of the Third Eye ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You gain the ability to summon a spectral, fiendish chain of burning iron to attack and bind your foes. Whenever you take the Attack action, you can summon the chain to your empty hand and use it for the attack. The chain uses the statistics of a whip, but with a reach of 15 feet, and it counts as a monk weapon for you. You can only have one chain summoned at a time. It disappears after 1 minute, if you are reduced to 0 hit points, or if you dismiss it early as a bonus action.
You learn the ''[[spell:message|message]]'' and ''[[spell:mage-hand|mage hand]]'' cantrips. When you cast mage hand using this feature, you can make unarmed strikes through the spectral hand. It can carry a number of pounds up to twenty times your Wisdom modifier (minimum of 20 pounds), instead of up to 10 pounds.
 
Additionally, whenever you hit a creature with your chain, you can spend 1 ki point to apply one of the following effects. You can only use one of these effects each time you make an attack with the chain.
 
;Binding Chain
:The creature must make a Strength saving throw. On a failed save, the creature is restrained until the start of your next turn and cannot move more than 15 feet away from you. A creature restrained by the chain can use its action to make a Strength saving throw, freeing itself on a success. While a creature is restrained in this way, you cannot use the chain to make other attacks.
;Burning Chain
:You deal additional acid, cold, or fire damage (your choice when you use this feature) equal to one martial arts die.
;Luring Chain
:If the creature is one size larger than you or smaller, you pull the creature up to 10 feet closer to you.


== Vile Edict ==
== Bend Perception ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


You have learned to speak in the wicked tongue of the nine hells, compelling your foes to obey in and out of battle. As a bonus action, you can spend 1 ki point to cast the ''[[spell:command|command]]'' spell. The target has disadvantage on the saving throw if it is restrained by your chain.
As an action, choose any number of creatures within 60 feet of you that you can see or hear, and spend 1 ki point for each. Each target makes a Wisdom saving throw. On a failed save, you, your equipment, and your mage hand are invisible and silent to them for 1 minute. On a successful save, nothing happens. You know whether each target fails or succeeds on its save.


== Hellish Tether ==
== Third Eye Awakened ==
''11th-level {{PAGENAME}} feature''
''11th-level {{PAGENAME}} feature''


You can bind a foe to you in torturous turmoil. When you restrain a target using the Binding Chain option from your Devilish Chain feature, you can spend an additional 2 ki points to change the duration of the restraining effect to 1 minute. The creature must repeat the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, it takes 2d6 of acid, cold, or fire damage (your choice).
As an action, you can spend 4 ki points to cast ''[[spell:mass-suggestion|mass suggestion]]'', ''[[spell:modify-memory|modify memory]]'', ''[[spell:telekinesis|telekinesis]]'', or ''[[spell:wall-of-force|wall of force]]'' without providing material components.


== Fiendish Form ==
== Void Impact ==
''17th-level {{PAGENAME}} feature''
''17th-level {{PAGENAME}} feature''


Your commitment to the nine hells has been proven and you have been rewarded in kind. On your turn, you can spend 5 ki points as a bonus action to take on the qualities of a fiend for 1 minute. You can end these traits early as a bonus action. While in your fiendish form, you gain the following benefits.
As an action, you can spend 4 ki points and punch a hole in the fabric of reality. Every creature within 10 feet of you, besides yourself, must make a Wisdom saving throw. On a failed save, a creature takes 8d12 force damage and moves forward in time. A target moved forward in time vanishes until the start of your next turn. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it is occupied. On a successful save, the creature takes half as much damage and suffers no other effects.
 
* You gain immunity to fire and poison damage, and resistance to cold damage and bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
* Your weapon attacks deal an additional 1d10 acid, cold, or fire damage (your choice).
* You gain a flying speed equal to your current walking speed.


[[category:homebrew monk subclasses|Devils]]
[[category:homebrew monk subclasses|Cosmic Mind]]

Revision as of 04:48, 8 February 2024

(OOC: This is an implementation of the Way of the Cosmic Mind subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Monk

Monks of the Way of the Cosmic Mind learn to harness their ki to create fantastical telepathic and telekinetic effects. Githzerai are among this tradition's most common practitioners, but followers can be found throughout many peoples across many planes.

All creatures have latent innate psionic abilities, but very few ever unlock the secrets which lie beyond sentience. Monks who dedicate their lives to the mastery of their own mind eventually learn to produce incredible telepathic and telekinetic effects.

Gifts of the Third Eye

3rd-level Way of the Cosmic Mind feature

You learn the message and mage hand cantrips. When you cast mage hand using this feature, you can make unarmed strikes through the spectral hand. It can carry a number of pounds up to twenty times your Wisdom modifier (minimum of 20 pounds), instead of up to 10 pounds.

Bend Perception

6th-level Way of the Cosmic Mind feature

As an action, choose any number of creatures within 60 feet of you that you can see or hear, and spend 1 ki point for each. Each target makes a Wisdom saving throw. On a failed save, you, your equipment, and your mage hand are invisible and silent to them for 1 minute. On a successful save, nothing happens. You know whether each target fails or succeeds on its save.

Third Eye Awakened

11th-level Way of the Cosmic Mind feature

As an action, you can spend 4 ki points to cast mass suggestion, modify memory, telekinesis, or wall of force without providing material components.

Void Impact

17th-level Way of the Cosmic Mind feature

As an action, you can spend 4 ki points and punch a hole in the fabric of reality. Every creature within 10 feet of you, besides yourself, must make a Wisdom saving throw. On a failed save, a creature takes 8d12 force damage and moves forward in time. A target moved forward in time vanishes until the start of your next turn. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it is occupied. On a successful save, the creature takes half as much damage and suffers no other effects.