Base Class: Monk
The Way of the Void is a path for monks that very few choose to take, mostly due to the years worth of training it takes to master even a single technique. Those who have trained in this path know what nothingness is, for they are left alone in the woods with nothing, and told to survive. They must embrace the fact that they have nothing, and, after a few years of living with nothing but their own skills, are truly allowed to learn from the Void.
Voidal Arts
With the Voidal Arts, you have a very different way of fighting compared to other monks. With this fighting style, you have a special rune tattooed onto both of your hands, allowing you to do your special attacks that come with the style. Your basic attacks will be punches and kicks, just like most monks, however yours are at a distance. How? Why, you're punching through the void!
When you choose to learn from this path at 3rd level and get your runes, you gain the ability to punch and kick at a distance through portals. At 3rd level, you have a max range of 10ft, and your damage is your martial arts die. It increases normally like your martial arts damage would.
At 7th level, and again at 13th, your range increases by 10ft. At 7th level, your max range increases to 20ft, and at 13th level, your max range increases to 30ft.
Step of the Void
At 6th level, you have gained enough skill with the void to transport yourself short distances. When you gain this skill, you can spend 2 ki points to "teleport" up to 30ft away from you as a bonus action. You can only teleport onto a spot where there are no enemies or allies are standing on. You can do this once per long rest, and thus recharges after taking a long rest.
Voidal Flow
At 11th level, you can spend 5 ki points and make contact with an ally. Upon their next turn and only on that turn, as a bonus action, they too can teleport up to 30ft away to an unoccupied spot.
Forme of Nothingness
At 17th level, you can spend 14 ki points to take upon the forme of nothingness. In this form, you are resistant to piercing, bludgeoning, slashing, fire, lightning, and cold damage for 1 minute so long as the weapons are nonmagical. However, this resistance comes at the cost of taking double damage from necrotic, radiant, force, and psychic damage, no matter what the source is. The double damage can only be reduced if the source is from an area of effect attack, in the case that you succeed on your saving throw. Acid, poison, and thunder damage remains normal.
Previous Versions
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7/17/2019 10:38:01 PM
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31
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0
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5e
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Coming Soon
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