Way of the Awakened Mind

Some monks dedicate their lives to train their mind over their bodies. They know that the mind is capable of overcoming physical limitations, and they can use their will to manipulate the world around them.

Trained Mind

When you choose this tradition at 3rd level, your training allows you to rely on your undestanding of the world and your fast thinking more than in your physical capabilities. You gain the following benefits:

  • You gain proficiency in the Investigation skill if you aren't already proficient in it.
  • You can use your Intelligence modifier instead of your Dexterity modifier for your initiative rolls and your Monk Features.
  • You know the Mage Hand cantrip, but the spectral hand is invisible when you cast it using this feature.

Psychic strike

At 3rd level, you can project your thoughts to harm your enemy's consciousness. When you take your attack action you can replace any of your unnarmed attacks for psychic strikes until the end of your turn. Psychic strikes have a range of 10'. Any enemy targeted by a Psychic Strike must succed on a charisma saving throw or take psychic damage equals to your unnarmed attack damage.

If the enemy takes any of this damage and is large or smaller, you can move it up to 5 feet in a direction of your choice.

Psychic Strike is considered a Ki Feature


Split second omen

At 6th level, your mind goes at a incredible speed, letting you to almost predict the near future.

You gain the following benefits:

  • You can use your Deflect Misiles Feature to deflect any cantrip that hits you and uses a Spell Attack roll. If you reduce the damage to 0 you deny the effects of the cantrip and you can redirect the ray if you have at least one hand free. If you redirect the ray in this way, you spend 2 ki points to make a spell attack as part of the same reaction. You make this attack with proficiency and using your intelligence modifier. This attack has a range of 30 feet.
  • If you are hit by a melee attack using a weapon that does not have the heavy property, as a reaction you can force the enemy to reroll the melee attack and keep the second roll. If the second attack miss, you can spend 1 ki point to move 10' as part of the reaction. This movement does not provoke opportunity attacks.
  • When you make an Investigation skill check, you can spend 2 Ki Point to gain advantage on the roll and uncover clues and information within 60 feet of you while remaining still and regardless of whether or not you can see, hear, smell, taste, or feel them with your physical senses from where you are located, as if you uncovered them through a typical search of the area. This awareness extends around corners, into unlocked drawers and containers, and behind and under movable objects, but not through locked objects, walls, doors, or other magical or nonmagical barriers of any kind. If you would detect the presence of a trap or hazard through a typical search, this feature doesn't reveal its exact nature or location.

Synchronize Ki Flow

At 11th level, you know how to attune the ki flow in other living beings. If you damage two differents creatures on the same turn with an unnarmed attack or a psychic strike, you can spend 2 ki points to synchronize their ki flows, linking their sences. When one of the creatures loses hit points while linked, the other one must succeed an Intelligence saving throw or take the same amount of psychic damage. This effect last for 1 hour, until one of the creatures succed a saving throw against this effect, or until you dismiss it as a bonus action.

Infect the mind

At level 17th, When you touch a creature, you can spend 3 ki points to introduce some of your ki on it's mind. The target must make an Intelligence saving throw. On a success, the creature deny this effect and it realize your attempt of imbuing your ki. On a fail, your ki remains in the creature a number of days equal to your monk level and your maximum ki points is reduced in 3 until this effect ends. The creature do not realize your attempt of imbuing your ki on a failed saving throw. You can only have one infected mind at a time. Any creature that can't be charmed is immune to this feature.

As an action, you can attune your mind with the ki you introduced in the infected mind, as long as the creature and you are both in the same plane of existene. When you are attuned you can see through the creature's sences instead of your own without being noticed. You can maintain this effect a long as you use your action on subsequent rounds.

As an action, you can spend 3 ki points to attemp to introduce your consiousness on an attuned infected mind. The target must succeed on a Charisma saving throw or be possessed by your mind as long the target is an humanoid. Your body falls unconcious and the target loses control of its body. You now control the body and deprive the target of awareness. You retain your alignment, Intelligence, Wisdom, Charisma, knowledge, Class Features, and proficiencies. You otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or proficiencies.

The possession lasts 20 minutes, or until the body drops to 0 hit points, you end it as a Bonus Action, your body or the possessed body travel to another plane of existence, or you are turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, you return to your body. The target is immune to this possession for 24 hours, takes 5d10 psychic damage and your ki vanishes from its mind after succeeding on the saving throw or after the possession ends.

Ki Features

Don't forget that the Spychic Strike, Split Second Omen, Synchronize Ki Flow and Infect Mind features are Ki features.

The DC for Ki features is: 8 + Proficiency + Wisdom modifier


Playtest material

All content will probably be tweaked for purposes of balance

English is not my native language, so I hope that there aren't a lot of mistakes in the text.