Monk
Base Class: Monk

The magics of the world cannot work on you, as you harbor Chaos within; a little-understood form of anti-magical essence. Few who harbor Chaos live long, and fewer still have learned to control it, but by some means you have found a path to control. Monks on this path discipline themselves with harnessing the chaotic forces within, channeling their Ki to disrupt magical abilities, absorb spells, and enter a dangerous Chaos-enhanced state known as Overloaded. If you are wise, resourceful, and most of all brave, you may yet survive this struggle.

Chaotic Dissonance

3rd-Level Way of Chaos Feature

A disruptive aura of Chaos surrounds you at all times, detecting and affecting the ki of magical users nearby while making you slightly heartier.

  • Spell attack rolls from and against any creature within 5 ft of you have disadvantage.
  • You now add your proficiency bonus to CON saving throws if you didn't already.
  • In addition to your aura, you gain a crude, innate ability to detect sources of magic within 30 feet of you. You cannot determine what type of magic it is or if it would be directly harmful to be near, but are able to know it's general direction in relation to you as well as a sense of intensity the closer it comes to you. This passive power can be tuned into and ignored at will.

Reactive Body

3rd-Level Way of Chaos feature

Your Chaos reacts violently to magical sources while granting you immunity to traditional magical effects. Your relationship to magic becomes warped and you are now affected by it in the following ways:

  • Effects: You forego all saving throws from spells and are immune to all non-damaging effects of spells, including helpful ones. Instead, being within a spell's area of effect or being hit by a spell or magical weapon puts you in the Overloaded condition, if you are not already in it.

  • Damage:
    All magical damage you take is changed to Chaos damage, regardless of any other factor. You also gain resistance to Chaos damage. Chaos damage reduces your hit point maximum by the amount taken, and reduces your AC by 1 until the start of your next turn. Activating Chaos Surge resets your hit point maximum and grants you temporary hit points equal to half the number that your hit point maximum was reduced by, rounded up.
  • Equipment: Magical weapons, clothing, armor, and items have their magical effects nullified when they are equipped by you (if a divinatory spell such as detect magic is cast on you while you have a magical item equipped, the item is read as non-magical. Simply touching magical equipment does not remove it's magic, but doing so does trigger it's Proximity effects on you).

  • Attunement: You can only attune to an item through using Chaos Surge while you have it on your person. Attuning a piece of magical equipment to you will prevent it's Proximity effects from harming you, and nullify (but not remove) any magical effects it has. Any magical item attuned by you will be non-magical until it is out of your possession and must encounter a potent magical source (at DM's discretion) to regain its magical properties.

  • Proximity: Outside of combat, when you are within 5 ft of a potent magical source (at DM's discretion), you must succeed on a Constitution saving throw against your CON score, on which you have advantage. On a success, you suppress the roiling Chaos within for 5 minutes , after which you will need to make another CON save (this continues until you are no longer in situations that trigger this effect). On a failure, you gain a level of exhaustion. If you touch a powerful magical source, you have disadvantage on the saving throw.

Riding the Tide

6th-level Way of Chaos feature

Your grasp of Chaos grows as you learn to channel it into a resistant force for your allies, and its disruption of magic becomes more potent.

  • Warping Ward: When a spell that requires a saving throw hits an ally you can see within 30 ft, you may use your reaction to give that ally advantage on the saving throw. This feature may be used a number of times equal to your WIS modifier, and you regain all expended uses when you finish a long rest.
  • Your Chaos Surge die becomes a d6.
  • Creatures starting or ending their turn within the aura of Chaotic Dissonance must make a CON saving throw to maintain concentration on a spell if they are concentrating on one.
  • Your proficiency is doubled for CON saving throws.
  • Outside of combat, you no longer roll CON saving throws with disadvantage when touching a potent magical source.

Reaper Arcanum

6th-level Way of Chaos feature

You gain the ability to convert toxic magic into restorative Chaos. As an action, make an unarmed melee attack against a creature you can see within range, only rolling to hit on an unwilling target. Consume one of the target's spell slots at a spell level equal to up to half of your character level, upon which you trigger one of the two following effects:

  • If you use this ability against a friend, they take no damage, you regain 1d6 health per spell level taken, and restore half as many ki points per spell level, rounded up. (eg. draining a level 3 spell slot restores 3d6 health and 2 ki points). You may choose not to restore Ki points and instead heal the target by half as much as you heal yourself, rounded up.
  • If you use this ability against a foe, regain 1d6 health per spell level taken, and deal half as much Chaos damage to them rounded up (ex. draining a level 3 spell slot restores 3d6 health. If 11 was rolled, deals 6 Chaos damage to the target). You may spend 3 ki points to force the target to take the full amount of damage instead of half. On a critical hit, the target takes full damage and the target becomes fearful of you for two turns.

You may use this ability once per short rest. Your Reaper Arcanum die becomes a d8 at 11th level, and a d10 at 17th level.

Amplified Body

11th-level Way of Chaos feature

You find more ways to expand your control over Chaos, giving you increased efficacy in your abilities. Your abilities are amplified in the following ways:

  • Purge Overload: You are able to end the Overloaded condition on yourself as a bonus action. This does not trigger Chaos Surge or any of its effects.
  • Your Chaos Surge and Reaper Arcanum die becomes a d8.
  • Chaotic Dissonance's aura can now affect any number of creatures of your choice within range, and it's range increases to 10 ft.
  • You gain advantage on CON saving throws to avoid becoming exhausted from the Overloaded condition.
  • Outside of combat, you no longer need to roll a CON saving throw in the presence of a potent magical source unless you are touching it. When you are touching a potent magical source, you now make the CON saving throw with advantage.

Chaos Control

17th-level Way of Chaos feature

Having survived the worst of your struggle between Chaos and Magic, you learn how to fully harness the force within and insulate yourself from the harm of magic. You gain the following benefits:

  • Your Chaos Surge and Reaper Arcanum die becomes a d10.
  • Chaotic Dissonance's aura increases to 15 ft, and allies within range may use a reaction to gain temporary hit points equal to your DEX + CON + WIS modifiers once per long rest.
  • When damaged by a cantrip, spell, or magical weapon, you can now choose to become Overloaded or not.
  • The Overloaded condition can no longer exhaust you; you no longer make constitution saving throws to maintain control of it.
  • Fated Outcome: At the start of your 10th consecutive turn in the Overloaded condition, you may either use Chaos Surge or Purge Overload to exit the condition before doing anything else. If you choose not to, lethal Chaos violently explodes from within you, dealing 12d12 Chaos damage to any creature within 20 ft of you, and you must make a CON saving throw against your own CON score or immediately go down with one failed death saving throw. On a success, you exit the Overloaded condition, then take the full amount of Chaos damage.
  • Outside of combat, you can no longer be affected by the reaction of your Chaos to potent magical sources, as you are flawlessly able to contain the passive potential of your inner power.

Overloaded

3rd-Level Way of Chaos feature

When you enter a spell's area of effect or are hit with a spell, cantrip, or magical weapon, you become affected by the Overloaded condition. This altered state affects you in the following ways:

  • Attacks you make and made against you have advantage.
  • You add your proficiency bonus to attack rolls, and add 1 Chaos Damage to your unarmed attacks.
  • Creatures within 5 ft of you, including yourself, take Chaos damage equal to half your Monk level rounded down at the end of each of your turns. This ignores Chaos resistances, including your own.
  • At the start of each of your turns while under this condition, you must make a Constitution saving throw (DC =  your CON score). On a success, you do not incur any negative effects. On a failure, gain a level of exhaustion. You can only end the Overloaded condition when you unleash Chaos Surge, you're reduced to 0 hit points, or you die (being reduced to 0 hp and dying do not trigger Chaos Surge).

Comments

Posts Quoted:
Reply
Clear All Quotes