Base Class: Monk
Monks of the Way of the Void manipulate time, space and the raw essence of the void. Typically these monks serve as the defenders of their monasteries, temples that usually study the enigmas of the void. Way of the Void monks dominate the battlefield by rapidly pulling echoes of themselves from parallel timelines to affect the battlefield. The manipulation of time and space also Way of the Void monks to teleport, displace enemies and protect themselves with the fabric of the void. A Way of the Void monk is versatile, and uses their positioning and tactics in an effort to synergize in battle with their allies.
Paradox
At 3rd level, you gain the ability to manipulate the void to affect outcomes related to your physical body. When you make a strength or dexterity ability check or saving throw, you can spend 1 ki point to reroll it. You must use the new roll.
Art of the Echo
At 3rd level, your connection to the void allows you to pull your parallel selves into your current reality. You can spend 1 ki point to do one of the following:
- As an action, you create an echo of yourself to strike a creature you can see within 30 ft. Make an unarmed strike against the target. If the attack hits, the creature must also make a strength saving throw or be pushed up to 15 ft. away from the echo. The echo then vanishes.
- As an action, you create an echo of yourself in an unoccupied space you can see within 30 ft. The echo must appear in a space that you could fit in. Each creature within 15 ft. of the echo must succeed on a strength saving throw or be pulled 10 ft. toward the echo, and take one martial arts die as force damage. Roll once to calculate the damage for all effected enemies. Unsecured objects are also pulled towards the echo.
- As a bonus action, you create an echo of yourself in an unoccupied space you can see within 30 ft. You teleport to the echo, and each creature within 5 ft. of you when you appear must make a wisdom saving throw or have their movement speed reduced by 10 until the start of their next turn.
Void Guard
At 6th level, you can manipulate the fabric of the void into a shielding aura. As an action, you can spend 2 ki points to create a translucent shield aura around yourself. You gain temporary hit points equal to one third of your monk level in martial arts dice rounded down. For example, at 6th level you roll 2d6 to determine your temporary hit points. At 11th level you would roll 3d8. While the shield is active, you are affected by the haste spell. When the shield is broken, you suffer the effects of slow spell until the end of your next turn. While you are suffering the effects of the slow spell from this feature, you cannot use Void Guard. If you fall unconscious, the shield dissipates and you lose its effects.
Quantum Matrix
At 11th level, you gain mastery over a powerful chronomancy spell that utilizes the concept of the echo. You can spend 1 ki point to cast Time Lapse. If you cast the spell on yourself, the echo can be created in a location you can see within 30 ft of your current location.
Causal Sequence
At 17th level, you learn a powerful technique known only to martial masters of the void. As an action, you create a disruptive pulse in the void that effects any number of creatures of your choice within 60 ft. for 1 minute. Each creature must succeed on a wisdom saving throw or have their movement speed reduced by half, and you can see the area within 5 ft. of affected creatures. When an affected enemy is hit with an attack, echoes of yourself attack all other affected creatures. The echoes use your unarmed attack rolls, but cannot miss. Roll your attack once to determine the damage for all effected creatures. The affected creatures can reroll the saving throw at the end of each of their turns.
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