Monk
Base Class: Monk

Hundun Acolytes draw their power from the chaotic void that existed before form — the primal soup of entropy and disorder. These monks birth a terrifying manifestation of this chaos from within themselves: the Strange Attractor, a shifting mass of magical entropy and spiritual gravity, contained within a jagged, pulsating mass of flesh and vitrified blood.

Level 3 – Strange Attractor

As a bonus action, you may reduce your current and maximum hit points by an amount equal to your monk level minus your Wisdom modifier (minimum 1) to draw the Strange Attractor from your body.

The Attractor is a two-handed melee weapon with which you are proficient.

It deals damage equal to your Martial Arts die, uses Wisdom for attack and damage rolls, and deals magical piercing or force damage (chosen before each attack). It is considered a monk weapon for the purposes of all monk features, but you cannot use it to perform Stunning Strike.

You may dismiss the Attractor at any time, restoring your maximum HP when you do so. Otherwise, your maximum HP is restored on a short rest. It is immediately dismissed if it enters an antimagic zone or is targeted by disintegrate.

• Aura of Entropy

The Attractor emits a 10-foot aura at all times (whether deployed or wielded):

The area within this aura is difficult terrain for all creatures except you.

When a creature starts its turn within 15 feet of the Attractor, or enters the area for the first time on its turn, it must succeed on a Dexterity saving throw or be pushed or pulled 5 feet (your choice).

• Deployment and Movement

As part of the summoning bonus action, or as a bonus action later, you may deploy the Attractor, placing it in an unoccupied space within 30 feet of you that you can see.

Once per round on your turn while the Attractor is deployed you may teleport the Attractor to a new unoccupied space within 30 feet of its current location (no action required). This movement cannot be split or interrupted.

• Opportunity Attacks

When a creature moves out of the Attractor’s 10-foot aura while it is hovering, you may use your reaction to make an opportunity attack with it from its position.

• Wielding the Attractor

While wielding the Attractor, you may make normal melee attacks with it as part of your Attack action and Extra Attack, using Wisdom for attack and damage rolls instead of strength or dexterity.

While wielded, the aura remains active, but you cannot use the Attractor’s remote positioning, teleportation, or remote opportunity attacks.

 

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Level 6 – Flurry of Entropy

When you use Flurry of Blows, you can make the bonus attacks from the Attractor’s position instead of your own. When you hit with an attack made using the Attractor, you can use your Stunning Strike feature as normal. However, the effect is replaced by Entropic Strike.

Entropic Strike:

Once per turn when you hit a creature with your Strange Attractor, you may expend 1 focus point to attempt an Entropic Strike. The target must succeed on a Charisma saving throw or roll on the Entropy Table.

 

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Level 11 – Reality Inversion

You may use a bonus action to swap positions with the Attractor. Alternatively, you may spend 2 Discipline to both swap positions and immediately perform Flurry of Blows from the Attractor’s new position or your own.

 

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Level 17 – Entropic Blast

As an action, you may spend 5 Discipline to release a surge of chaos from the Attractor, forcing all creatures of your choice within 15 feet of the Attractor to make a Charisma saving throw. On a failure, each creature takes 6d8 psychic damage, and rolls on the Entropy Table (d8) individually. On a success, they take half damage and suffer no additional effects.

 

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Entropy Table (d8)

All effects aside from prone last until the start of your next turn.

1. Frightened – The creature is frightened of you.

2. Blinded – The creature is blinded.

3. Prone – The creature is knocked prone.

4. Charmed – The creature is charmed by you.

5. Disoriented – The creature subtracts 1d4 from all attack rolls and saving throws.

6. Silenced – The creature cannot speak or cast spells with verbal components.

7. Paralyzed – The creature is paralyzed.

8. Chaotic Cascade – Roll twice on this table, rerolling any 8s. Apply both effects.

 

Strange Attractor

As a bonus action, you may reduce your current and maximum hit points by an amount equal to your monk level minus your Wisdom modifier (minimum 1) to draw the Strange Attractor from your body.

The Attractor is a two-handed melee weapon with which you are proficient.

It deals damage equal to your Martial Arts die, uses Wisdom for attack and damage rolls, and deals magical piercing or force damage (chosen before each attack). It is considered a monk weapon for the purposes of all monk features, but you cannot use it to perform Stunning Strike.

You may dismiss the Attractor at any time, restoring your maximum HP when you do so. Otherwise, your maximum HP is restored on a short rest. It is immediately dismissed if it enters an antimagic zone or is targeted by disintegrate.

• Aura of Entropy

The Attractor emits a 10-foot aura at all times (whether deployed or wielded):

The area within this aura is difficult terrain for all creatures except you.

When a creature starts its turn within 15 feet of the Attractor, or enters the area for the first time on its turn, it must succeed on a Dexterity saving throw or be pushed or pulled 5 feet (your choice).

• Deployment and Movement

As part of the summoning bonus action, or as a bonus action later, you may deploy the Attractor, placing it in an unoccupied space within 30 feet of you that you can see.

Once per round on your turn while the Attractor is deployed you may teleport the Attractor to a new unoccupied space within 30 feet of its current location (no action required). This movement cannot be split or interrupted.

• Opportunity Attacks

When a creature moves out of the Attractor’s 10-foot aura while it is hovering, you may use your reaction to make an opportunity attack with it from its position.

• Wielding the Attractor

While wielding the Attractor, you may make normal melee attacks with it as part of your Attack action and Extra Attack, using Wisdom for attack and damage rolls instead of strength or dexterity.

While wielded, the aura remains active, but you cannot use the Attractor’s remote positioning, teleportation, or remote opportunity attacks.

Entropic Flurry

When you use Flurry of Blows, you can make the bonus attacks from the Attractor’s position instead of your own. When you hit with an attack made using the Attractor, you can use your Stunning Strike feature as normal. However, the effect is replaced by Entropic Strike.

Entropic Strike

The target must succeed on a Charisma saving throw or roll on the Entropy Table:

 Entropy Table (d8)

All effects aside from prone last until the start of your next turn.

1. Frightened – The creature is frightened of you.

2. Blinded – The creature is blinded.

3. Prone – The creature is knocked prone.

4. Charmed – The creature is charmed by you.

5. Disoriented – The creature subtracts 1d4 from all attack rolls and saving throws.

6. Silenced – The creature cannot speak or cast spells with verbal components.

7. Paralyzed – The creature is paralyzed.

8. Chaotic Cascade – Roll twice on this table, rerolling any 8s. Apply both effects.

 

Reality Inversion

You may use a bonus action to swap positions with the Attractor. Alternatively, you may spend 2 focus to both swap positions and immediately perform Flurry of Blows from the Attractor’s new position or your own.

Entropic Blast

As an action, you may spend 5 Discipline to release a surge of chaos from the Attractor, forcing all creatures of your choice within 15 feet of the Attractor to make a Charisma saving throw. On a failure, each creature takes 6d8 psychic damage, and rolls on the Entropy Table (d8) individually. On a success, they take half damage and suffer no additional effects.