Monk
Base Class: Monk

Voidborns are essentially those whose lack a soul, with the soul being replaced by a void. This void has the tendency to naturally absorb all in it's path, which often causes Voidborn to be seen as an ill omen where they wander. Voidborn Monks however, have learned to harness this power and turn it into a form of ki, capable of reducing it to being a barely noticable aura to even extending it into an anti-magic field. Because of this many Voidborn Monks are often asked as safeguards at schools of magic or when hunting a magically gifted criminal.

 

 

Void Palm Technique

Starting when you choose this tradition at 3rd level, you can harness your inner void and weaponize it. You can choose to make your unarmed strikes deal Force Damage instead of bludgeoning damage.

Whenever you make a successful melee attack or grapple you can expel a Ki point to do the following:

  • The target must succeed on a Wisdom save against your Ki DC saving throw or be unable to cast spells until your next turn.
  • The target takes an additional 1d4 Force Damage, increased to 2d4 at 5th level and 3d4 at 11th level.
  • If the attack was a grapple, the target will be unable to cast spells until your next turn after breaking the grapple.
  • If the target was a magic user or creature and was holding a spell that requires concentration, you gain 1 + your Wisdom modifier temporary hit points.

Void Field

Starting at 3rd level, you learn how to expel your inner void into a magic-nullifying field. Once per long rest you can expend a Ki point to create a 10 ft void field that nullifies magic. No spells can be cast within the field, summoned creatures will disappear and Spells and other magical Effects, except those created by an artifact or a deity, are suppressed in the Sphere and can't protrude into it.

This field is practically similar to an antimagic field, and those of magical nature feel naturally uncomfortable inside the field.

Additionally you get your Monk level + your Wisdom modifier as Temporary Hit points if the Void Field hits a magic user, magic creature or a spell.

This ability lasts until you move, or until concentration is broken.

Void Absorption

Starting at 6th level, you achieve greater understanding of the flow of the Void. allowing you to instinctively absorb projectiles or spells aimed at you and turn its magic into vitality. 

As a reaction, you can expend a ki point to absorb a projectile or spell aimed at you. This can be anything from a thrown rock to an arrow or a simple fireball. If the projectile or spell is of magical nature, you will absorb the spell and gain temporary hitpoints equal to 1 + the absorbed spell's level.

This ability cannot absorb spells or magical effects created by an artifact or a deity, nor can it absorb spells of a level or higher than half your current Monk level.

This ability can be used a number of times equal to your proficiency modifier per short rest, short rest as well as sufficient ki points before being able to be used again.

Void Coat

Starting at 6th level, you learn how to imbue a target with your own void energy. By expending a ki point you imbue a target you touch as an action with a Void Coat, capable of blocking the first spell that targets said individual while granting them temporary hitpoints equal to 1 + your Constitution modifier.

This ability cannot block spells of a higher level than half your monk level.

Void Absorption Mastery

Starting at 11th level, you learn greater control over your Void Absorption, allowing you to use some of the absorbed magic to return to you as ki.

When you use Void Absorption successfully, you regain a ki point.

Way of the Devourer

At 17th level, you gain the ability to strike a target with incredibly potent void energy. When you hit a creature with an unarmed strike, you can spend 5 ki points to open up a portal of void energy, sucking in the target. The target must make a Wisdom saving throw, or be pulled into the void.

Failing this saving throw will cause the target to be banished into the Monk's inner void. This void is incredibly difficult to escape, where the creature can make a saving throw equal to the Monk's level + the Monk's Wisdom to escape once per day. Succeeding the saving throw will instead deal 5d10 Force Damage to the creature. When a creature escapes, the Monk takes 2d10 Force Damage upon the creature's escape.

When the Monk dies, all creatures that are banished within the monk will escape, appearing in the nearest unoccupied space nearby.

The monk can willingly release a creature of choice from their void, doing so deals 1d10 Force Damage to the monk.

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