Way of the Blind Sage v1.5 Monks of the blind sage's path have chosen a path of true enlightenment in life, and willingly give up there mortal sight to transcend their mortal bonds. Most Sages do not leave their monasteries and congregations, but there are exceptions. Normally Sages that serve outside of monasteries are advisors to rulers. Other sages seek a transformation of the mind, an enlightenment and enhancement of knowledge only given by exploration. Many great leaders and scholars follow this path. Sightless One Upon accepting the monastic tradition of the blind sage at 3rd level, you willingly give up your mortal sight to see with your third eye. You learn to use Ki to see the world around you in a new light. You gain 60 ft of blindsight and 10 ft of tremorsense in replacement of your normal sight.

Pressure Points At 6th level you have dug into the recesses of your mind to gaze into the bodies of others and see the points of Ki in their bodies. During flurry of blows each strike made does an extra 1d4 of psychic damage. At 11th level this die changes to a 1d6.



Additionally, you gain the ability to manifest Ki to cast the following spells:

Spells and Ki Points

Spells Ki cost Command 2 Ki Catapult 2 Ki Misty Step 3 Ki Detect Thoughts 3 Ki

Elevated Mind

At 11th level, your mind becomes hightened beyond regular mortality. Additionally, you can project your mind into a creature you hit with an attack. When you hit with an attack, you can spend 3 Ki points to enter the mind of the creature. The target must make a wisdom saving throw vs your Ki save DC or become controlled by you.

While you control the creature, your body becomes still, causing all attacks against you to have advantage. this effect lasts for minutes equal to your wisdom modifier or if you choose to end it as a bonus action. While you control the creature, you can see, speak, and feel through it. When the creature drops to negitive hit points, you take the excess damage, which changes to psychic damage.

Additionally, you learn to manipulate an enemy's weak points to the benefit of your companions. When you hit an enemy with an attack, you can choose to spend 2 Ki points. The target must make a constitution saving throw or be subject to vunerability. On a failed save, the next weapon attack to hit the target is automatically a critical hit.

Astral Chains Your mind transcends this dimension. At 17th level, You gain 10ft of true sight. Additionally, As an action, you can tether silver chains to a number of targets equal to your wisdom modifier. These chains stay attached to the targets as long as they are within 60ft of you, if they leave the range of the chains, they take 3d10 psychic damage, and the chain vanishes. While tethered, you deal additional damage equal to your wisdom modifier against the chained targets. As an action, you can split your form into multiple spectral forms, attacking each tethered target. You make two attacks against each target, then return to the place you were. The chains then dissipate. Once you use this feature, you cannot use it again until you finish a long rest.

Created by Reddit users KilloJ and Maxwell_DMs