Base Class: Monk
Monks of the Way of the Empty Cup are conduits of energy. With limited magic in their body, they have learned to absorb the flows of magic around them but do not have the ability to contain this magic for long periods of time. This leads to a chaotic, explosive martial warrior designed to counter even the most powerful of mages. They see themselves as the empty vessel, ready to be filled with the arcane power of their foes.
SPELLCASTING
You are unable to cast spells outside of the techniques granted to you by this subclass.
Empty Vessel
Starting when you choose this tradition at 3rd level, you can attune your body to a specific element, gaining resistance to that type of damage. Choose between fire, cold, lightning, necrotic, radiant, thunder, psychic or acid damage. At 7th level, you can choose a second type from the same list. At 11th level you can choose a third type from the same list.
Empty Vessel - Acid
Starting when you choose this tradition at 3rd level, you can attune your body to a specific element, gaining resistance to that type of damage. Choose between fire, cold, lightning, necrotic, radiant, thunder, psychic or acid damage. At 7th level, you can choose a second type from the same list. At 11th level you can choose a third type from the same list.
Empty Vessel - Cold
Starting when you choose this tradition at 3rd level, you can attune your body to a specific element, gaining resistance to that type of damage. Choose between fire, cold, lightning, necrotic, radiant, thunder, psychic or acid damage. At 7th level, you can choose a second type from the same list. At 11th level you can choose a third type from the same list.
Empty Vessel - Fire
Starting when you choose this tradition at 3rd level, you can attune your body to a specific element, gaining resistance to that type of damage. Choose between fire, cold, lightning, necrotic, radiant, thunder, psychic or acid damage. At 7th level, you can choose a second type from the same list. At 11th level you can choose a third type from the same list.
Empty Vessel - Lightning
Starting when you choose this tradition at 3rd level, you can attune your body to a specific element, gaining resistance to that type of damage. Choose between fire, cold, lightning, necrotic, radiant, thunder, psychic or acid damage. At 7th level, you can choose a second type from the same list. At 11th level you can choose a third type from the same list.
Empty Vessel - Necrotic
Starting when you choose this tradition at 3rd level, you can attune your body to a specific element, gaining resistance to that type of damage. Choose between fire, cold, lightning, necrotic, radiant, thunder, psychic or acid damage. At 7th level, you can choose a second type from the same list. At 11th level you can choose a third type from the same list.
Empty Vessel - Psychic
Starting when you choose this tradition at 3rd level, you can attune your body to a specific element, gaining resistance to that type of damage. Choose between fire, cold, lightning, necrotic, radiant, thunder, psychic or acid damage. At 7th level, you can choose a second type from the same list. At 11th level you can choose a third type from the same list.
Empty Vessel - Radiant
Starting when you choose this tradition at 3rd level, you can attune your body to a specific element, gaining resistance to that type of damage. Choose between fire, cold, lightning, necrotic, radiant, thunder, psychic or acid damage. At 7th level, you can choose a second type from the same list. At 11th level you can choose a third type from the same list.
Empty Vessel - Thunder
Starting when you choose this tradition at 3rd level, you can attune your body to a specific element, gaining resistance to that type of damage. Choose between fire, cold, lightning, necrotic, radiant, thunder, psychic or acid damage. At 7th level, you can choose a second type from the same list. At 11th level you can choose a third type from the same list.
Unstable Strikes
At 3rd level your study of this art has taught you how to release residual energy in combat. You gain the ability to cast the melee spell Unstable Strike as an action. Each time a creature casts a spell within 10ft. of you that does not strike its intended target, gain a +1 bonus to AC, stacking up to a bonus of +2.
Overflow
At 6th level, you've learned to augment allies further by overcharging them with excess magic you have absorbed. When an ally within 30 feet of you casts a spell, you can use your reaction to spend 2 ki points to roll one Hit Die (1d8) and add that number to an ally's next spell attack roll or save DC. As part of this reaction, you may also expend an additional 3 ki to impose disadvantage on a creature making a spell save against that ally's next spell or grant an ally advantage on their next ranged spell attack roll.
Deflect Spell
Beginning at 6th level, when a spell is targeted at you, you can use your reaction to attempt to redirect it. Spend 4 ki points and make a Dexterity saving throw against the spellcaster's spell save DC. On a success, you redirect the spell, changing its trajectory. You can choose a new target within the spell's range, or you can cause the spell to hit a point of your choice within its range. If the spell deals damage to a creature, add your Monk level + DEX modifier to the spell's damage. At 15th level, redirected spells deal maximum damage in addition to your bonus damage.
Emptiness
Beginning at 11th level, as a bonus action you may expend 6 Ki points to enter a state of heightened magical absorption. For the next minute, there is a 5ft. sphere of Silence surrounding you, and successful melee attacks silence creatures for a turn as you drain their magic. You gain an Eruption Charge for each successful strike, which can be expended all at once as an action to activate Magical Eruption.
Wine of Volutia
At 17th level, your blood becomes potent to mages. If a creature ingests a vial of your blood, they permanently lose the ability to cast spells. Alternatively, you may dip weapons into your blood as a poison coating. This poison only affects spellcasters and deals 2d12 necrotic damage on a successful melee attack. Melee attacks apply Silence to a creature until the effect is dispelled or a long rest is taken.
Previous Versions
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