Master of the Unseen Hand Discipline
Hit Points
Hit Dice: d4 per Master of the Unseen Hand Discipline level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The master of the unseen hand has a magical connection to the Weave, which he feels as tiny vibrations in the very air. They exploit these vibrations, by adopting them onto themselves, making them harder to pinpoint. Stronger masters of the unseen hand eventually learn to control these vibrations remotely, crushing their foes with invisible force, flinging massive objects into the sky, or disarming enemies with a single thought. Their mastery of the craft of telekinesis makes Masters of the Unseen Hand potent and versatile combatants.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Unseen
When you are targeted by an attack, you can use your reaction to have all attack rolls against you have disadvantage until the start of your next turn. You can use this feature a number of times equal to your Charisma Modifier.
Additionally, you learn the Mage Hand Cantrip, except with three unique differences
The Mage Hand can be summoned as an invisible hand.
It’s carrying capacity is 20lbs, instead of the normal 10lbs.
As a bonus action, you can have the Mage Hand give Advantage on the next attack roll against one target within 30ft, as it manipulates events around the target subtly.
Weave Sight
As your spirit has infused your bonded weapon for some time, your connection to the Weave has been strengthened through your weapon. You sense that your perception of the world could be strengthened, if only you let go of your sight.
Starting at 6th level, you gain 10 feet of blindsight from your bonded weapon. You can blindfold yourself to gain 20 feet of blindsight from your bonded weapon instead, as long as it is on the same plane of existence as you. Starting at 10th level, powering your Weave Sight with Ki has enabled you to detect things that might otherwise not be seen. For 3 Ki, As a bonus action, you may invoke Ki-Sight, granting you 30 feet of Truesight until the beginning of your next turn.
Unseen Hand
At 6th level, you gain a deeper control over the tiny vibrations in all things, and you learn how to control these vibrations. You can spend 1 Ki to cast telekinesis, requiring only the somatic components of the spell, with a limited range for it’s casting and effects of 10 feet.
Telekinesis lasts between turns, but does not cost an action or a Ki point to maintain on a turn, unless you actively move what you have in your telekinetic grasp. You must maintain concentration or the spell will fail. When you reach 10th level, the range of your telekinesis increases to 20 feet, and at 15th level it increases to 30 feet.
Telekinetic Wielder
You become adept at controlling precise vibrations in the weave, allowing you to use your telekinesis to disarm your opponents and use their weapons against them. Beginning at 10th level, as an action and by spending 1 Ki point, you can try to pull a creature’s weapon out of its grasp. The creature must succeed a Strength saving throw, becoming disarmed on a failed save. If the creature fails its saving throw, you may immediately attack with the weapon, using a bonus action. At the end of your turn, the weapon drops to the floor, unless you use a bonus action to fling it away, up to 20 feet in any direction. Your attack modifier for telekinetically wielded weapons is your proficiency bonus + your Charisma modifier, and you add your Charisma modifier to the damage you deal.
Weave Blade
When you strike the air in front of you with your bonded weapon, a deadly telekinetic strike slices downwards further away from you. Starting at 10th level, as long as you are wielding your bonded weapon in one hand and wield no other weapons, you can spend a Ki point to increase the reach of your bonded weapon to 30 feet, for one minute. When attacking a creature further away than you would normally be able to, all damage is converted to force damage, but you cannot land a critical hit. Additionally, whenever you hit a Large or smaller creature with your bonded weapon, you can expend 1 Ki to push the creature back 10 feet.
Telekinetic Flight
Upon reaching 15th level, you can expend 1 Ki point as an action to lift a number of willing creatures into the air, including yourself, equal to your charisma modifier. Creatures that have been lifted gain a fly speed of 60 feet but they cannot move on their own. During your movement, you can move the creatures. You do not have to move all creatures you are lifting in the same direction, but any lifted creatures plummet to the ground if they move more than 30 feet away from you. On your next turn, you can extend the use of your Telekinetic Flight feature, by using your action to maintain your grasp on all affected creatures, allowing you to move them up to 60 feet once more. If you don’t use your action to maintain control, all affected creatures plummet towards the ground. Extending the feature over several turns, costs 1 additional Ki point each round.
Fling
You learn to hurl a creature with incredible force, smashing it into a wall, through a door, or straight up in the air. Starting at 18th level, by expending two Ki points as an action, you can try to grab onto a Huge or smaller creature telekinetically. The creature must succeed a Strength saving throw against your maneuver save DC, or be flung 100 feet in a direction of your choosing. You can choose to expend a third Ki point, to impose disadvantage on the target’s saving throw. You let go of your telekinetic grip immediately after flinging a creature.