Base Class: Monk
Through silent meditation and countless hours of deep comprehension, a monk is able to glimpse through the veil of dimensions and see the void. What he sees changes him forever.
The void is the space between the dimensions, stretching out to infinity yet at the same time squished flat by its neighboring dimensions. By comprehending the void, the laws of physics are broken. This is the power of the void.
The power of the void is a useful tool in the right hands, but if misused can warp one's body, one's mind, and even one's soul.
Alteration of Truth
By comprehending what you've seen, you have gained unnatural knowledge and power.
Starting when you choose this tradition at 3rd level, before or after you make a skill check you can spend 1 ki point to roll a die, adding the result to the skill check. The die changes as you gain monk levels, as shown in the Martial Arts column on the Monk table. You can spend 1 ki point to cast borrowed knowledge for no material costs.
You also gain true sight of 60 feet.
Voidtouched
The gaze of the emptiness did not leave you with empty hands. Wear Nothing, See Nothing, Touch Nothing.
Gain a bonus to all saves equal to your proficiency starting at level 3.
You are resistant to non-physical damage.
You can spend 1 ki to cast absorb elements, arms of hadar, detect magic, dissonant whispers, or magic missile.
For 2 ki, you can for 1 minute deal extra force damage equal to your martial arts die. Every time your proficiency bonus increases, you may spend an additional ki point to add an extra die.
Distortion of Reality
As you stare back into the world, reality bends under your vision.
At the 6th level, as a bonus action, you can spend 2 ki points to cast invisibility, lesser restoration, magic mouth, misty step, pass without trace, phantasmal force, resistance, silence, Tasha's mind whip, or vortex warp without using any material components.
You are always under the effects of the dodge and disengage action.
Gain +2 to your current Wisdom score and maximum Wisdom scores at levels 6, 11, and 17.
Call Beyond
As you grow more in tune with that which does not exist, you may also paradoxically give it form and will.
As an action, you may summon a number of creatures whose cr is equal to your level. Whatever the creature type was before they are now aberrations and deal either force for physical/force damage and psychic for non-physical damage. They are always under the effects of the dodge and disengage actions.
You are now considered to be an Aberration for the purposes of spells and effects on you. Your home plane is here however and if you are banished from somewhere else this is where you go unless otherwise stated. (Wherever you were born or made your home for most of your life.)
Warped Existence
There is no escaping reason; no denying purpose. There is no goal; no destination to be found and thus you are unbound and uncaged. Through this connection with the Void, your essence has twisted upon itself becoming ephemeral by your choosing.
At 11th level, as a bonus action when you are the target of a spell, you can spend 2 ki points to have resistance to damage from spells for 1 minute as well advantage on saving throws against spells and other magical effects.
As a reaction, you can cast shield for 1 ki.
You are resistant to all physical damage and can move through other Creatures and Objects as if they were difficult terrain. you takes 5 (1d10) force damage if you end your turn inside an object.
Unearthly Aspect
Untethered from the world; space, time, and gravity become your playthings.
At level 11, you gain access to all dunamancy spells for no material costs. The maximum spell level is equal to half your level rounded down. Each spell costs 1 ki point + the spell level.
You are immune to madness, frightened, and charmed conditions.
You are immune to all divination spells.
You are immune to psychic and force damage.
You have a fly speed equal to your movespeed.
You no longer require food, drink, sleep or breathe.
Unnatural Essence
The Void has touched your soul and now your very presence can drive others mad.
At 17th level, for one action you can activate "Presence of Madness". The skill itself costs no ki points but each point added deals 2 times your martial arts die psychic damage within 30 ft from you. There is no limit to the maximum amount of ki points that can be added. You may choose to not target allies. Everyone targeted must succeed on a wisdom save with a DC= proficiency + Wisdom Modifier + 10 to take half damage. Madness is applied if enough damage from the "Presence of Madness" feature is dealt to a creature.
- If a creature takes 50 or more damage to its hitpoints they are considered to be under the effects of short-term Madness.
- If the creature takes 100 or more damage, they are under the effects of long-term Madness.
- If 150 damage is done to a creature, it is struck with indefinite Madness as well as long-term Madness.
Every turn after their next turn, they may roll to temporarily break free of the effects, and each time they fail the DC is permanently reduced by 1 until they succeed. At the end of combat, the effects come back. Also, all features related to this subclass except the Unnatural Essence and Nothingness features have their ki costs reduced by 1.
You know the spells Etherealness, Forcecage, Maddening Darkness, Reality Break, Reverse Gravity, Teleport, and Wall of Force. Each spell costs a number of ki points equal to their level.
Nothingness
As you are defined by what you are, you are even more defined by what you aren't. So wield yourself as a weapon of concept.
You ignore resistance and immunities to damage.
If you expend 1 ki point per attack, you automatically crit and reduce their maximum hitpoints equal to the damage.
You can't be affected by spells of 6th level or lower unless you wish to be.
If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Previous Versions
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