Monk

Way of the Unseen Hand

A lone warrior travels through the desert wastelands of Slaad. While an Adult Blue Dragon watches his seemingly helpless prey. The blue dragon rises up in a whirlwind of a sandstorm, striking lightning all around the traveler. Suddenly the dusty brown pancho flies off, revealing a Monk of the Unseen Hand. The warrior curls his fingertips and forces his palm downwards. The dragon, completely unaware of his opponents power, plumets down into the sand dune below. As the cloud of dust disperses, the dragon notices the warrior closing in, pouncing on the helpless beast.

As a Monk following the Unseen Hand, you generally follow the path of stealth, secrets, and misdirection. Your power comes from manipulating objects while others are unaware, and you deal with eruptive unseen power. The Monk trains his mind and uses it as an extension of his body.

Enlightened Hand

When you decide to follow the Way of the Unseen Hand at level 3, you gain the Mage Hand cantrip. Your Mage Hand cantrip is stronger than a normal mage. Your mage hand is completely invisible unless viewed upon by true sight or is found by detect magic and can now lift a number of pounds equal to 5 x Wisdom modifier.

Enlightened Combo

At level 3 you gain the ability to combo your hand techniques into powerful attacks. Whenever you use your flurry of blows technique, you can expend an additional 1 Ki point to trigger one of the following.

  • You force a telekinetic blast upward, knocking an enemy into the air. The target must succeed on a Constitution saving throw or be launched 10ft into the air. Targets that are Large have advantage on the saving throw, and creatures larger are unaffected.
  • You force a telekinetic blast forward, knocking an enemy back. The target must succeed on a Constitution saving throw or be knocked back 15ft. Targets that are Large have advantage on the saving throw, and creatures larger are unaffected.

Gaurdian Hand

At 6th level, whenever an ally within 30ft of you is targeted by a ranged weapon attack you can use your reaction to use your Deflect Missile ability to reduce the damage or "catch" the missile. You can use this ability a number of times per long rest equal to your Wisdom modifier.

Assisted Maneuvers

Starting at 11th Level, your mental powers transfer through your body. Choose one skill between Athletics, Acrobatics, Sleight of Hand, and Stealth. You gain double your proficiency bonus with this skill. And you now add half of your proficiency bonus to the other skills if you are not proficient with them.


The Secret Hand

Starting at 17th level, expending 5 Ki points you can cast the spell Telekinesis as an action on your turn. While your telekinesis is activated, you can expend 2 ki points to maintain your telekinesis as a bonus action rather than an action.

Spell save DC = 8 + Proficiency + Wisdom

Spell Attack = Proficiency + Wisdom

Credit: D&D 3.5