Way of the Aberrant

Mystic teachings tell of a path to enlightenment that some consider abhorent. The story of the first master who walked this path changes from pupil to pupil. Some say he journied deep into a cave, drawn by the sounds of dripping water, and distant whispers. Others say he ventured out to sea, claiming a need to calm voices in his head that were not his own, and being drawn by the beuty of the dark oceans. What is known, is that no matter how it happened, he brought back a wisdom that few dare to claim for themselves. For those that do, they are gifted with a power beautiful, and terrible as the depths.

Body of the Aberration

Starting when you choose this tradition at 3rd level, your body changes to reflect your connection to an aberrant mind. As a bonus action, you may extend the reach of one of your appendages up to 10 feet while making an unarmed attack, or attacking with a monk weapon. Your limb returns to normal at the beginning of your next turn.

Whenever you are grappled, you may use a reaction to attempt to disengage from the grapple. Add your wisdom modifier to checks made to resist the grapple maneuver. Your body bends, and contorts to unnatural shapes and lengths during this process, but returns to its normal shape at the beginning of your next turn.

You may use these abilities per long rest equal to your wisdom modifier.

Whispers of the Deep

At 6th level, your mind becomes linked to the Aberration whos wisdom guides your path, allowing you insight into their means of communication. You gain the ability to telepathically communicate with any creature within 30 feet of you. You may also use this ability to harm your foes. By spending 1 ki point, you assault the mind of an enemy with whom you are using this ability on. They must make an intelligence save against your monk DC (8+wisdom modifier+proficiency bonus). On a failed save, the enemy takes 4d6 damage of either psychic or cold damage type (your choice), and gains disadvantage on their next attack roll. Upon a successful save, they take half damage (rounded down).

One with the Unseen

At 11th level, your bond with the Aberrant you know as master becomes seemingly symbiotic. By spending 2 ki points, you can bring forth a manifestation of an amalgamation of yourself, and your master. Space bends around you, and darkness engulfs you. Your spirit is projected forth, with your arms and legs replaced by black tendrils. These tendrils can act as limbs for the purpose of unarmed attacks, but gain an additional 2d6 psychic or cold damage (your choice). You may use all monk abilities, and subclass abilities while in this spirit form. This ability requires you to maintain concentration, and may be maintained for up to one minute. Should your concentration break, your spirit is thrust back into your body, and you take 3d6 psychic damage.

Vessel of the Mind

At 17th level, your bond with the Aberration who has guided your path to enlightenment has become whole. You no longer have a need to communicate verbally. You can maintain a telepathic connection with all allies within 30 feet of you and may make a connection to any ally not within 30 feet of you by concentrating. Your telepathic connection is now mutual.

You now also have power over the minds of lesser beings. By spending 3 ki points, you unleash a terrible scream into the mind of one target you can see within 60 feet. The target must make a saving throw against your monk DC (8+wisdom modifier+proficiency bonus). Upon a failed save, the target takes 12d10 psychic damage.

While under the effects of 'One with the Unseen', you may expend 3 ki points to create a 30 foot aura of distortion around your spirit form. Enemies who end their turn within that aura, take 1d6 cold damage. Enemies trying to move out of the aura move as if they're in difficult terrain.

Credit: Igor Kieryluk