Monk
Base Class: Monk

A monk who follows the Way of the Void have been shaped by the planar rifts in their world. They can create portals and rifts in space, allowing them to get to places which are out of a normal monks reach. Their control over space, both in terms of the cosmos and in terms of distance, allows them to attack at range and defend themself with abstract protection. These monks usually belong to a monastery set on teaching their pupils about different planes and worlds.

Step of the Void

3rd-level Way of the Void feature

Your movement actively warps space around you, allowing for you to bridge any gap. When you use Step of the Wind, you can choose to teleport up to your movement speed, instead of dashing.

Condensed Air Strike

3rd-level Way of the Void feature

You can create a vacuum-like blast of compressed air, which launches from your fist. When you take the attack action, you can spend 2 ki points to replace an unarmed strike with this blast of compressed air. You create a 45 foot line, originating from you. All creatures in this radius must make a Strength Saving Throw, taking 2d12 bludgeoning damage, or half as much on a success. Additionally, if a creature fails its saving throw, you can push or pull the creature a number of feet equal to the number of ki points spent multiplied by 5.

Objects take double damage from this ability, and unprotected flames, gases, and vapors are put out inside of this ability.

You can spend additional Ki Points when making this attack, to boost the power of the vacuum. Increasing the length of the attack by 5 feet, and the damage of the attack by 1d12, for each Ki Point added.

Infinite Defense

6th-level Way of the Void feature

Your control over space has allowed you to temporarily create infinite space between you and your enemies. When you use Patient Defense, you can spend 1 additional ki point to activate your Infinite Defense. This defense lasts until the start of your next turn, and you still gain the benefits of the dodge action. The effects of this defense are listed below.

  • Roll your martial arts die, and add the number rolled to your AC.
  • Non-magical attacks made against you are treated as though they rolled a 1 on the dice.

Spacial Warp

11th-level Way of the Void feature

As a bonus action, you can spend two ki points to choose one target within 100 feet of you to be sucked into a wormhole. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target and you switch locations.

If the target fails, you can choose to spend one additional ki point to immediately use Step of the Wind.

Master of Space

17th-level Way of the Void feature

As a master of spacial warping, you can shift the location of others with high certainty. As an action, you can choose to spend four ki points to change a target creatures location. The target must succeed on a Strength saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice within 200 feet.

It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” If the target would arrive in a place already occupied by an object or a creature, the target takes 5d12 force damage, and you fail to teleport them.

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