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Monk: Way of the Mystic Force
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Monk: Way of the Mystic Force

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"There is no emotion, there is peace."

Monks who follow the Way of the Mystic Force have discovered a way to go beyond their own ki and tap into the energy field that surrounds all things in the universe.  Their powers allow them to manipulate objects, sense the feelings of other beings, and tap into an awareness most others cannot comprehend.  To walk the path of the Mystic Force is to try and achieve true tranquility.

I'm releasing this on May 4th quite on purpose!  This work is, most obviously, inspired by the concept of the Jedi and their mystical powers.  It is my belief that the Monk most appropriately matches the concept of these famed individuals; Their Ki feature lets them do many things that Jedi can do, such as increased jump distance.  Their unarmored movement is perfect for a Jedi's speed, and even a feature like Deflect Missiles can be flavored to allow them to block incoming projectiles like a Jedi.

The Way of the Mystic Force subclass aims to provide your aspiring Jedi Monk with a small selection of spell-like features inspired by Force abilities, as well as a feature which gives you a lightsaber-like weapon appropriate for the setting of Dungeons and Dragons.  Their capstone reflects on a Jedi Master's ability to meditate, which both heals the monk and gives them a temporary boost in battle-prowess.

If you've always wanted to follow the ways of the Force in D&D, here is your opportunity.



This work is part of the collections of the Arcane Athenæum.  Check out our other works below.

The Artificer class

The Dragon Shaman class

The Ranger class

The Swordmage class

The Barbarian: Path of the Wild Soul subclass

The Monk: Way of the Mystic Force subclass

The Wizard: Blue Magic and Sangromancy subclasses

The Sharkfolk player race

The Treant player race

Crafting Magic Items: A Guide to Artifice

The Draconomicon for 5e

The Explorer's Guide to the Wilderness


Changelog:

Version 1.2 13Nov2019

Overall

  • The Greater Discipline feature has been changed to be much simpler in its design, more like the the way Sorcerer metamagic options work.  Now you just spend a ki point when you cast a spell to double its range or make it last twice as long, with a third option specifically for thunderwave that makes its area of effect larger.  Note that this counts against the amount of ki you are allowed to spend on a spell, so for example if you cast telekinesis, you can only chose one of these Greater Discipline options, because it's already a 5th level spell and you can't spend more than 6 ki on a spell at 17th level.

Version 1.1 14Sep2019

Overall

  • Changed the Ki Saber feature to a bonus action to summon the blade, rather than an action.

Version 1.0 04May2019

Overall

  • Uploaded to DMsGuild
 
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Discussions (2)
Customer avatar
Cull M May 07, 2019 12:18 am UTC
PURCHASER
There's a few I can't ignore in this awesome star wars reference. I feel the light saber abilities is being underutilized. What I mean is that the play wouldn't there weapon as a special part of themselves, seeing it as something that can be easily replaced. In star wars a Jedi's light saber represents every aspect of there welder in both mind, body, and soul. No 1 saber is the same as another, so this "ki blade" should be a special longsword that you created as a test of your power over ki. you telekinetically forge your weapon, you can always sense where your weapon is even if it's in the same plain. If it's destroyed you can recreate it using (insert amount of money here) worth of material plus a special ki sensitive crystal to reforge your ki blade. You could use a bonus action to activate the blade allowing it to slice open and create a 10 foot area of bright light, when it's deactivated it could be easier to hide but hey that's just me.
Customer avatar
Cull M May 07, 2019 12:51 am UTC
PURCHASER
The 6th level ability would also need to be change, I think the player would have perfected a fighting style that only this subclass could do. Like a two handed style that increase in damage with each successful consecutive strike, or duel wielding two ki blades and tossing them at your opponent and having them returning to your hands as a form of ranged combat and mobility. Or even a defensive style of ki blade that revolves around countering and disabling your opponent. (And just a side note you could expand the spell list to include detect thought, a minor healing spell, and something akin to force choke. Like a force version bigbys hand or maximilian's earthen grasp.)
Customer avatar
Cull M May 07, 2019 4:59 am UTC
PURCHASER
Sorry for any mispronounced words and improper grammar
Customer avatar
Jeff V May 11, 2019 7:28 pm UTC
CREATOR
Those are all cool ideas, but go a bit beyond my intention with the class. I don't want the "lightsaber", as it were, to be an actual object, since that starts to get overly sci-fi and "crafty" for how I want the subclass to function. In keeping with the fantasy aspect of D&D and the monk class being so mystical, I think the simpler idea of creating a temporary blade fits the overall setting more.

Of course, a DM may provide their monk with a sunsword or something to represent a fantasy lightsaber, which is super cool, but not something I want baked into the class.

I appreciate the feedback!
Customer avatar
Craig E September 24, 2019 7:00 am UTC
PURCHASER
I feel you should give the light saber at level 3, as part of the same feature that lets you use the longsword as a monk weapon. Also, I'm not sure if force is the right damage type (radiant could also be a valid possibility).Then at level 6, allow the light saber to be used interchangeably with unarmed strikes for normal monk features, especially martial arts and flurry of blows (WotC already set a precedent for this sort of thing with the Sun Soul!). Include the mage hand-esque telekinetic manipulation portion of mystic disciple as part of the mystic arts feature. Or just give mage hand as part of this ability.

The level 11 ability seems clunky, especially with regard to the mystic arts that have a range of self. After all, detect thoughts at range implies granting it to others, instead of getting it for yourself. I suspect this is NOT what you meant! IMO, you should simply make it function as per the sorcerer's metamagic options (distant spell and extend spell).
Customer avatar
Jeff V October 22, 2019 6:53 pm UTC
CREATOR
Hmm, I do like the idea to let it be used for monk features in place of an unarmed strike.

The reason it's force damage is both for the pun, and also to distinguish it from the Sun Soul monk which is radiant-focused. As well, force damage is pure magic damage, where as radiant damage is more like divine/sun damage. I think force is more appropriate here.

I'm hesitant to include the light saber at lvl 3; that's really heavy at one level. I think it works better as an upgrade at lvl 6, which isn't overly high but high enough to represent high enough mastery to manifest such a weapon. And until then, the monk can still use regular longswords freely.

Agreed on the clunkiness of detect thoughts specifically, but making the overall feature simpler may be a better way to go about it as well. I want the PC to be able to thunderwave from a distance, is the real reason for it, but there may be a better, cleaner way to go about explaining it.
Customer avatar
Rowan A May 05, 2019 7:51 pm UTC
PURCHASER
It would appear that you accidentally added this document as part of your "Crafting Magic Items: A Guide to Artifice" document. It now shows that I could download this document through my copy of that other file.
Customer avatar
Jeff V May 06, 2019 9:19 pm UTC
CREATOR
Huh, well that's a strange one I've never done before. Crafting document should be fixed now. Thanks so much for the heads up!
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File Last Updated:
November 13, 2019
This title was added to our catalog on May 04, 2019.