Base Class: Monk
Monks who follow the Way of the Void are mysterious and enigmatic; their ways and abilities unfathomable to anyone outside of their order. They believe in the principle of entropy; that all things must come to an end eventually - whether that means death or destruction. However, that does not mean that they are deadly assassins or heralds of mayhem; they merely work to ensure that this natural cycle of decay is allowed to run its course; that the void is allowed to rightfully claim what it's owed.
As a Way of the Void monk, you wield strange abilities that channel the aspects of entropy and the void itself. Wielding such powers has no doubt left its mark on you, manifesting as odd physical or mental quirks. Roll on the Way of the Void Quirks table below, or make up some of your own!
Way of the Void Quirks
| D6 | Quirk |
|---|---|
| 1 | You’ve lost the ability to feel and express emotion. |
| 2 | You feel most at peace within graveyards or ancient ruins. |
| 3 | Your skin is always cold to the touch. |
| 4 | Your eyes are pools of inky blackness, dotted with small points of light - akin to a night sky. |
| 5 | You speak with a monotonous tone. |
| 6 | Your blood is black or a shade of grey. |
Touch of Entropy
Beginning when you choose this tradition at 3rd level, you can channel the decaying and destructive qualities of the void. Over the course of 10 minutes, you can choose to disintegrate a Tiny or Small non-magical object that you’re holding into pure nothingness. If you are interrupted before the object is fully disintegrated, it immediately begins repairing itself.
The size of items you can disintegrate with this feature increases at certain levels; Medium or smaller at 6th level and Large or smaller at 11th level.
Null Strike
Also at 3rd level, you can imbue your strikes with the power of the void. Once per turn when you hit a creature with an unarmed strike or a monk weapon, you can spend 1 ki point to deal additional force damage to the creature equal to one roll of your Martial Arts die + your Wisdom modifier. If the target of your attack is concentrating on a spell, it has disadvantage on the Constitution saving throw it makes to maintain concentration.
Phasing Stride
At 6th level, you can call upon the powers of the void to make you temporarily incorporeal. Whenever you spend a ki point to use the Step of the Wind feature, you can spend an additional ki point to make you incorporeal until the end of your current turn. While incorporeal, you can move through objects and creatures as if they were difficult terrain. If you end your turn inside of a creature or object you take 1d10 force damage and are immediately shunted out to an unoccupied space.
Arcane Degradation
At 11th level, your ability to channel the forces of entropy and decay has grown stronger, allowing you to target magical spells and effects. By spending 4 ki points, you can cast either Dispel Magic or Counterspell. Wisdom is your spellcasting ability for these spells. Whenever you successfully dispel or counter a spell, you gain a number of temporary hit points equal to half your monk level rounded up.
Avatar of Entropy
At 17th level, your connection to the void has reached its apex, and you can wield the forces of entropy and decay like a true master. As an action, you can reach out and touch a creature, forcing it to make a Constitution saving throw against your ki save DC. On a failed save, the target suffers the effects of the Disintegrate spell, cast at 6th level.
You can use this feature once per long rest, unless you spend 6 ki points to use it again.
Previous Versions
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11/6/2021 9:55:45 PM
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