Path of Enlightenment The point of a monastery is not to teach one how to be a monk, but to show a monk a path they can take to find enlightenment. It is rare for a monk to ever achieve enlightenment regardless of their monastic tradition, but you are one of the few that did; your monastery showed you the way and through intense meditation, harsh training, or from some cosmic fluke, you removed the final veils of ignorance from your mind and became a fully enlightened being. You are a master of your mind, body, and soul, and have awakened to the true nature of the universe and how easily it may be altered by the mind. Psionic Talent Starting when you choose this tradition at 3rd level, your awakened mind has put you in touch with the psychic powers that were dormant within you. You learn 2 psionic talents of your choice. You learn an additional talent at 6th level, 11th level, and 17th level. You can unlearn one Psionic Talent and learn a new one (as long as you meet the prerequisites) by meditating on it for 24 hours. My Body is a Temple Starting when you choose this tradition at 3rd level, training has not only heightened your mental strengths, but also the strength and durability of your body. When you gain a level in this class (including this level), you gain 8 + your Constitution modifier hitpoints instead of the usual 1d8 + Constitution, and when you take a long rest, you regain all spent hitdice instead of half. My Mind is a Palace By 6th level, the powers you have unlocked are dangerous for both you and the people around you. For the safety of everyone, you have sealed away your own power, but by clearing your mind, you can tap into a bit of it. On your turn, you can use your bonus action to enter an enlightened meditation. You cannot be wearing any armor or wielding any weapons to enter this meditation. While meditating, you gain the following properties: • You gain immunity to psychic damage. • Your body becomes +2 magic weapon. • When you make an unarmed strike, you deal an extra damage die as psychic damage on a hit. • You gain immunity to psychic damage.• Your body becomes +2 magic weapon.• When you make an unarmed strike, you deal an extra damage die as psychic damage on a hit. These effects lasts for 1 minute. Once you use this feature, you must finish a long rest before you can use it again. The number of uses increases to two when you reach 9th level in this class, and three when you reach 12th level in this class. When you reach 17th level in this class, this feature becomes passive. My Soul is a River Starting at 11th level, just by focusing, you can calm your mind and your body, allowing you to draw out your hidden of ki from deep within you. When you have no ki points remaining, you can use your bonus action to regain 1d4 expended ki points. You can use this feature a number of times equal to half your Wisdom Modifier (rounded up). You regain all uses when you finish a long rest. Released Potential Starting at 17th level, your psionic abilities have become honed to the point of mastery; where your mind and body were unable to withstand your full power before, you can now release this power in short bursts without the harsh consequence of death. At the start of your turn, you can release your potential for 2d4 + half your wisdom modifier (rounded up) rounds (this does not use an action or bonus action). You gain the following benefits for the duration: • You gain resistence to slashing, piercing, and bludgeoning damage (this includes magic slashing, piercing, and bludgeoning damage). • When you take the attack action to make an unarmed strike, you may attack a number of times equal to your wisdom modifier. • At the end of each of your turns, you must make a DC 14 Wisdom saving throw. On a successful save, you create a pulse of psychic energy that deals psychic damage equal to your monk level + your Wisdom modifier to all enemies within 15 feet of you. On a failed save, this pulse backfires, thus you and anyone within 15 feet of you take 2d10 psychic damage (this damage is not mitigated by your psychic immunity). If you drop to 0 hitpoints whilst using this ability, you continue to fight until the duration of this ability has expired, however you must continue to make death saving throws as normal. If you fail 3 death saving throws or die outright whilst this ability is in effect, you instead drop to 1 hitpoint and immediately fall unconscious for 8 hours or until healed any number of hitpoints. After the duration of this ability expires, you gain 3 points of exhaustion. • You gain resistence to slashing, piercing, and bludgeoning damage (this includes magic slashing, piercing, and bludgeoning damage).• When you take the attack action to make an unarmed strike, you may attack a number of times equal to your wisdom modifier.• At the end of each of your turns, you must make a DC 14

Psionic Talents A psionic talent is a psychic ability that requires psionic aptitude. Some are innate abilities that can be done freely, while others are slightly stronger, thus they cost an amount of a mystic’s psionic energy (ki) that equates to the strength of the talent. Some require practice, thus you might need to meet some prerequisites in order to learn a specific talent. Alternatively, you can use your talent in psionics to do things that are not listed here. Think of what you wish to do, and ask your Dungeon Master if it is possible. If it is, your DM will give you a Ki cost to perform the ability. After paying the cost, you must make a "Psionic Power Check" (this DC is determined by your DM: your DM does not need to tell you the DC). If you succeed, you perform the ability you wished to perform. If you fail you still lose the Ki points you paid. You cannot perform a listed "Psionic Talent" using this ability. Psionic Power modifier = your proficiency bonus + your Wisdom modifier Eagle Eyes As a bonus action, you can spend 1 ki point to grant yourself incredible eyesight, allowing you to see objects 500 feet away from you as if they were 5 feet away from you. This benefit lasts for 10 minutes. prerequisites: none Psionic Sniper When you activate your "Eagle Eyes" psionic talent, or as a bonus action whilst Eagle Eyes is active, you can expend 2 extra ki point to extend the reach of your mind. For the duration of "Eagle Eyes," double the range of all psionic talents (excluding "Beacon" and "Radiant Body"). When you use psionic talent with a range of "touch," it gains a range of 30 feet. prerequisites: Eagle Eyes Piercing Sight When you activate your "Psionic Sniper" psionic talent, or as a bonus action whilst Psionic Sniper is active, you can expend 2 extra ki points to give your eyes the ability to pierce the ether itself. For the duration of "Eagle Eyes," you gain the ability to see through walls that are up to 3 feet thick. You can see through multiple walls so long as their combined thickness is no more than 3 feet. You cannot see through lead, objects that are magical in nature, or living bodies. prerequisites: Psionic Sniper True Sight When you activate your "Piercing Sight" psionic talent, or as a bonus action whilst Piercing Sight is active, you can expend 2 extra ki pooints to give your eyes the ability to perceive the un perceivable. For the duration of "Eagle Eyes," you gain True Sight with a radius of 30 feet. prerequisities: Piercing Sight Ethereal Strike When use your "Flurry of Blows" class feature, but before you roll for an attack as part of this feature, you can spend 1 extra ki point to momentarily transform your fists into psionic energy. Attacks you make as part of this bonus action gain advantage, and deal extra psychic damage equal to half your Wisdom modifier (rounded down) on a hit. prerequisites: none Ethereal Mind Your mind is a powerful tool that can help you to overcome and defeat failure. When you fail a saving throw for a skill you are proficient in, you can use your reaction and expend 2 ki points to instead succeed that saving throw. If you would take damage from the ability used on you upon succeeding the saving throw, you instead take no damage. You can only use this ability once per short or long rest. prerequisites: none Ethereal Defense Your "Patient Defense" class feature no longer costs any Ki points, however when you use said feature you can expend 1 Ki point to transform your body into psionic energy, increasing your AC by 2 for the duration of the Dodge action. prerequisites: level 6 Ethereal Aspect Your "Step of the Wind" class feature no longer costs any Ki points, however when you use said feature, you can expend Ki to enhance your reflexes. You can spend 1 Ki point to take both the Dash and the Disengage actions as a singular bonus action. prerequisites: level 6 Ethereal Reflexes You can heighten your muscles with psychic energy, allowing you to make quick movements at the last minute. When an ally attacks a creature that is within 10 feet of you, you can use your reaction and expend 1 Ki point to take the "Help" action, distracting the enemy and giving your ally advantage on the attack. prerequisites: level 6 Ethereal Energy When you use a skill that requires a target to make a saving throw against your Ki save DC, you can spend 1 ki point to give said target disadvantage (you can spend this ki point before resolving the effect of "Soul Bombardment"). This does not affect the saving throw caused by your Radiant Body psionic talent. prerequisites: level 11

Conquering Mind As an action, you can spend 1 ki point and target a creature that you can see within 120 feet of you. The target must make a Wisdom saving throw against your Ki save DC. On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question, OR the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement. The statement can be up to ten words long, and must describe you, a creature, or an object the target has seen before or can see. On a successful save, the target is unaffected, and automatically succeeds on all subsequent saving throws against this ability for 12 hours. prerequisites: none Broken Will As an action, you can spend 4 Ki points and target a creature that you can see within 120 feet of you. The target must make a Wisdom saving throw against your Ki save DC. On a failed save, the target is charmed per the "Charm Person" spell. On a successful save, the target is unaffected, and automatically succeeds on all subsequent saving throws against this ability for 12 hours. prerequisites: Level 6, Conquering Mind Revolting Presence As an action, you can spend 6 ki points to exert an aura of repulsive power. Up to five creatures of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a target is frightened of you for 10 minutes. While frightened, it takes psychic damage equal to twice your Monk level if it doesn’t end its turn at least 10 feet farther away from you than it was at the start of that turn. It can then make another Intelligence saving throw at the end of each of its turns. On a success, this effect ends. prerequisites: Level 11, Broken Will Cult Leader You can now focus all your mental acuity into your voice, allowing you to captivate an entire audience of people. You must spend at least 10 ki points to use this ability. For the next 10 minutes, you channel this ki into your voice, allowing you to convince an audience of people to follow you. Make a DC 20 Persuasion check. This DC is lowered by 1 for each additional ki point spend after 10. Anyone that heard the entirety of your speech is swayed to your cause. Men and women alike now deem you to be their friend as per the "Charm Person" spell, however this is not a magical effect, as you did not just convince the people that heard your speech, but you also convinced their very spirits that what you believe in is right and just, and they do not need to follow your orders as per the charm persom spell. This effect lasts until you betray those that you convinced of your cause. If you fail this check, the people that you are trying to convince believe you to be a heretic, and thus either disregard you as crazy, or can go as severe as to lock you in prison or sentence you to death. prerequisites: Level 17, Revolting Presence Mind Meld As a bonus action, you can touch one creature to communicate telepathically with it. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. You can’t communicate with an unwilling creature. prerequisites: none Mental Link As an action, you can spend 2 ki points and touch one creature to create a mental link between the two of you until your next long rest. For the duration, you can hear its thoughts and speak telepathically with that creature so long as you can see it. The creature does not know you can hear their thoughts unless you divulge this information, and they do not know it is you talking to them in their mind unless you tell them. If the creature is unwilling, they must make a wisdom saving throw against your Ki save DC in order to resist this effect. If they succeed this save, they know you tried to influence their mind in some way, and are immune to this ability for the next 24 hours. prerequisites: Mind Meld Skill Swipe As an action, you can spend 2 ki points and touch one creature to steal one of their proficiencies until your next long rest. Choose one weapon, tool, or ability they are proficient in: for the duration, you become proficient in that ability, and they lose proficiency in said ability. If the creature is unwilling, they must make a wisdom saving throw against your Ki save DC in order to resist this effect. If they succeed this save, they know you tried to influence their mind in some way, and are immune to this ability for the next 10 minutes. prerequisites: Mental Link Mental Breakdown As an action, you can spend 5 ki points and touch one humanoid to steal their mind until your next long rest. For the duration, your body falls into a deep meditation, and both your mind and spirit are forced into their body. You learn enough facts about this person to pass yourself off as them without issue, including the names and faces of people they are close to, daily routines, and so on. You can end this at any time by focusing for 1 minute. If your body drops to 0 hitpoints whilst you are inside this body, you must make death saving throws as normal. If your body dies outright, when you take your next long rest, you must make a DC 20 Wisdom saving throw. If you succeed, you push the mind permanently out of the body you are occupying, making you the new owner of the body. If the creature is unwilling, they must make a wisdom saving throw against your Ki save DC in order to resist this effect. If they succeed this save, they know you tried to influence their mind in some way, and are immune to this ability for the next 24 hours. prerequisites: Skill Swipe

Cosmic Lore You can spend 1 ki point and meditate for 10 minutes on a specific location. At the end of the meditation, you proceed to speak a summary of the important lore regarding that place aloud in riddles. Players can make an Insight check (DC is decided by the DM) to understand the riddle and its information. At the DM’s disgression, you also speak up to three secrets about it, such as the location of traps, passwords, or where treasure is hidden within it. You do not retain any of this information, rendering the information useless without someone around to hear it. You have to be there in order to use this ability: if you are not there, but have been there before, this ability takes 1 hour to cast. If you have never been there before, this skill requires 24 hours of meditation and causes 2 levels of exhaustion. prerequisites: Level 6 Cosmic Knowledge You can meditate for 24 hours on a specific being. After one minute, you proceed to speak a summary of the important lore regarding that person aloud in riddles. Players can make an Insight check (DC is decided by the DM) to understand the riddle and its information. At the DM’s disgression, you also speak up to three pieces of useful information about this being, such as weaknesses, last known location, or where it lives. You do not retain any of this information, rendering the information useless without someone around to hear it. This process is particularly tiring, thus you gain 2 levels of exhaustion each time you use this talent. prerequisites: Level 11, Cosmic Lore Mind Thrust As an action or a bonus action, you can blast psychic energy at one creature that you can see within 30 feet of you. The target must succeed on an Intelligence saving throw against your Ki save DC or take 1d6 + your Intelligence modifier as psychic damage, and you can push it up to 10 feet away from you. The talent’s damage increases by 1d6 when you reach 6th level (2d6), 11th level (3d6), and 17th level (4d6). prerequisites: none Thought Spear As an action or a bonus action, you can spend 1 ki point to psychically strike one creature that you can see within 120 feet of you. The target must succeed on an Intelligence saving throw against your Ki save DC or take 2d8 + your Intelligence modifier as psychic damage, and their movement speed is reduced to 0 until your next turn. The talent’s damage increases by 1d8 when you reach 11th level (3d8), and again at the 17th level (4d8). prerequisites: Mind Thrust, level 6 Telekinetic Blast As a bonus action, you can spend 4 ki points to psychically strike one creature that you can see within 300 feet of you. The target must succeed on an Intelligence saving throw against your Ki save DC or take 4d12 + your Intelligence modifier as psychic damage (or half as much on a successful save), and they are paralyzed for 1 minute. They can make a saving throw at the end of each of their turns to break this effect. The talent’s damage increases by 2d12 when you reach the 17th level (6d12). prerequisites: Thought Spear, level 11 Soul Bombardment As an action, you can focus all your mental acuity into a single beam to strike an enemy. You must spend all your remaining ki points: the target must succeed on an Intelligence saving throw against your Ki save DC or take 2d10 points of psychic damage per ki point spent, or half as much on a successful save. If you spent 15 or more ki points on this ability and the enemy fails the saving throw, they are immediately disintegrated. You can only use this ability once per long rest. prerequisites: Telekinetic Blast, level 17

Beacon You've learned how to reach through the ether and harness divine light straight from the source, allowing you to draw forth this power without the boon of any god. As a bonus action, you can spend 1 Ki point to cause divine light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. This light can be colored as you like. Any undead or fiend that comes within 5 feet of you must make a DC 12 Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. This benefit lasts for 1 hour, and you can extinguish it as a bonus action. prerequisites: none Radiant Body When you activate your "Beacon" psionic talent or as a bonus action whilst "Beacon" is in effect, you can spend 1 ki point to charge the light radiating from you, increasing the radius of bright light to 50 feet and dim light to 50 feet. This increases the area in which fiends and undead are affected by your light to 10 feet. Further, when an undead or fiend fails this saving throw, they take 1d6 Radiant damage on top of being frightened. Creatures that look directly at you must make a Constitution saving throw (DC 14) or be blinded until the end of their turn. These benefits last for 10 minutes, after which time the effects of "Beacon" are also exhausted. prerequisites: Beacon Sunflame Strike The well from which you borrow divine energy is vast, and through digging you've found the source. When you activate your "Radiant Body" Psionic talent or as a bonus action whilst "Radiant Body" is in effect, you can spend 1 ki point to ignite the radiant aura around you by touching the source of this divine energy. When you make an unarmed strike against an enemy, you deal an extra 1d6 radiant damage. Further, any enemy that begins its turn within 10 feet of you takes 1d6 radiant damage due to the proximity of this divine heat. This "divine fire" cannot light anything on fire. These benefits last for 1 minute, after which time the effects of both "Beacon" and "Radiant Body" are also exhausted. prerequisites: Radiant Body Soul Rend By touching the souls of those that you slay with divine light, you can force them to repent their sins and fight on your behalf. Whilst "Sunflame Strike" is active, when you kill any creature with a soul, you can spend 2 ki points to force their spirit to tear its way into the waking world again. Most creatures you force back into the waking world become a Will-o'-Wisp, however at your DM's discretion, a particularly tough creature can become a Wraith or a Deathwisp (p. 72 , Tome of Beasts). This phantom will fight on your side until all enemies are slain, or itself is slain in battle. It will remain for 10 minutes otherwise, then will pass on. Creatures lacking a soul like Vampires, or creatures who owe their souls due to devil contracts, are immune to this ability. prerequisites: Sunflame Strike Defibrillation You have never felt sorrow quite like seeing a comrade in arms die in battle, thus to prevent this grief, you found a way to reach through a fallen friend and heal them from within. As a bonus action, you can spend 1 Ki point to transform your hands into ethereal energy, allowing you to reach inside a fallen comrade that has 0 hitpoints and stabilize them. If this creature has the "Poisoned" status effect, the first use of this ability cures this status effect, however it does not stabilize them. prerequisites: none Psionic Physician The power to bring a comrade back from the brink of death is one thing, but preventing them from falling in battle in the first place can also save a life. As an action or as a bonus action, you can touch a creature and spend 2 ki points to heal them a number of hitpoints equal to your Monk level + your Wisdom modifier. You can only use this ability once per turn. You cannot heal yourself with this ability. prerequisites: Defibrillation, Level 6 Mend Wounds Psionic talent Being someone that heals a group of people can make you the target of attention in battle, thus making sure you survive as to help your friends to survive can be valuable. As a bonus action, you can spend 1 Ki point to gain temporary hitpoints equal to your Wisdom modifier + your proficiency bonus. Alternatively, you can spend 2 Ki points to heal yourself a number of hitpoints equal to your Wisdom modifier. prerequisites: level 11, Psionic Physician Ethereal Heal Through your selflessness, you've accumulated a well of ki from which you can draw to heal a friend in need. You know the spell "Heal," and can cast it by spending 8 ki points. prerequisites: Mend Wounds, level 17