Monk
Base Class: Monk

Hailing from the first spell jammer's sentient artifacts that allowed them to ply the astral sea known then as the silver void for the first time. Theses warriors come from those who studied the connection between the conjoining of the material and astral that is Wildspace and the senses that allow the sensing of objects and creatures at great distances traveling at millions of miles per hour. Deep in the Astral sea floats a domain monastery that focuses on these hidden mysteries of the universe. They seek to return all sentient spelljammer helms to their monastery for communion. Over the centuries most of these ancient artifacts have been found and returned. However, occasionally raids and struggles have found them turn up in the lairs of lunar dragons and mind flayer treasuries or even the wreck of the odd legendary captain who hid it's power. 

A sect of warriors who learned the secrets of the spell jammer helms continue to ply the space ways calling themselves the Warriors of the Silver Void. They often dress as Sea Captains of old and wield unlikely weapons. These fearsome captains can make amazing escapes and move at incredible speeds while striking with tearing force channeling their understanding of the interactions of the planes. 

Level 3: Void Attunement

At the start of your turn, you can expend 1 Focus Point to imbue yourself with astral energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.

Reach. When you make an Weapon Attack, your reach is 10 feet greater than normal, as your energy warps and extends the strike to cross the gap from you.

Void Strikes. Whenever you hit with your Weapon Attack, you can cause it to deal your choice of Force, Radiant, Necrotic, Thunder, or Psychic damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as astral energy swirls around it.

Level 3: Astral Sea Captains Flair

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: DeceptionPerformance, or Persuasion.

Level 6: Forms of the Silver Void

Forms

Using a magic action the warrior can shift into different martial art forms only known to the Silver Void warriors. When you take an action to enter or flow into a new form you can still use your “Martial Arts” or “Flurry of Blows” ability. When you enter a form you can use focus to have an enhanced effect.

    • Solar Winds Taking a firm form Solar Winds break against you.
      • When you enter this stance you may make an attack.
      • Whilst in this stance you have +2 to your AC against all attacks as Solar Winds whip around you.
      • Enhanced - 1 Focus
        • When you enter this stance and make your attack if it hits the enemy must make a strength saving throw or be blown onto their back and prone. 

 

    • Shifting Void Taking an illusive form , the shifting of the Silver Void hides your movements.
      • You do not provoke opportunity attacks on the turn you enter into this stance.
        • While in this stance you can attempt to hide while lightly obscured or in dim light.
        • You can hide as a bonus action.
      • Enhanced - 1 Focus
        • While an unseen attacker in this stance you can turn one attack in which you have advantage and hit into a critical strike. 
    • Scavver's Wake Taking a predatory form you strike swiftly and without mercy  as cold as a void scavver on the hunt.
      • When you enter into this stance you may make an attack. 
        • While in this stance if you hit 3 attacks on your turn against the same target  you can choose to deal an additional 2 of your martial arts damage dice to the creature on the third hit.
      • Enhanced - 1 Focus
        • The 3rd strike also counts as a stunning strike. 

 

Level 11: Stride of the Void

While the Void Attunement is active you have learned to advance to a higher level of martial arts forms utilizing the concepts of the void. 

Void Form
 Taking seemingly weak form you create openings to draw in the foe. Your eyes go empty as the void.

    • Parry and Counter: When you enter this stance you gain the ability to use your reaction until the beginning of your next turn to attempt to parry and counter a melee attack against you. If an enemy attacks you, you can roll an opposing attack roll to beat the weapon aside. If you roll higher than the enemy their attack misses. You can then choose to deal a critical hit to either the weapon or the creature.

    • When in this stance you can choose to expend focus to gain more reactions only for the purpose of parry and counter.
      • Enhanced - 1 Focus
        • You may make one attack when entering void stance, if the attack hits you will not provoke opportunity attacks from the struck creature until the beginning of your next turn.

Gravity Well  Taking swirling form the warrior lessens all blows generating a gravity plane similar to your spelljammer

      • When you enter this form you reduce damage taken from all sources by an amount equal to your proficiency bonus
      • While in this stance you gain temporary hit points equal to your proficiency bonus at the start of each turn
        • Enhanced - 1 Focus
          • You gain “Freedom of Movement” till the start of your next turn

Void Epitome

While your Void Attunement is active, you also gain the following benefits.

Damage Resistance. You gain Resistance to one of the following damage types of your choice: Force, Radiant, Necrotic, Poison, or Psychic. At the start of each of your turns, you can change this choice.

Destructive Stride. When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Force, Radiant, Necrotic, Poison, or Psychic. A creature can take this damage only once per turn.

Empowered Strikes. Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Attack. The extra damage is the same type dealt by that strike.

Level 17: One with the Ship

Following a ritual that takes an hour, you can bind a part of your focus to the Spelljammer Helm. While attuned to the specific SpellJammer helm you have the following effects.

  • Your Focus pool is reduced by one as it’s in the Spelljammer helm.
  • The SpellJammer helm doesn’t take up an attunement slot
  • If you would fail your last death saving throw you instead stabilize and are recalled to the helm (as if affected by the spell Word of Recall). This ability cannot be used for another 7 days.
  • If the SpellJammer helm is destroyed you takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.

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