Monk
Base Class: Monk

The way of pulse and void centers around the laws of motion and oscillations in the world. Monks under this tradition can feel the heartbeat of a rabbit 30yds away, stop charging bulls as if anchored to the floor, and alter the flow of magical energy around them. They are the epitome of the unstoppable force and the immovable object.

Way of pulse and void monks can affect the flow of magical energy around them. Unlike typical spellcaster that shape that energy to bolster, change, and destroy, these monks are only attuned to guiding and utilization it as a pure energy source. 

Attuned Senses

When you choose this archetype at 3rd level, you begin to understand how to decipher the pulse of the world around you. You gain proficiency in Perception and Stealth skills. Creatures unseen by you do not get advantage on attacks made against you.

Magical Deflection

Also at level 3, you can minorly alter the forces of magic. Your Deflect Missiles ability can now be applied to ranged spell attacks as well. At level 6, you can use it on melee weapon and spell attacks as well. If you overcome the damage dealt, you can spend 1 ki to make an unarmed strike on the attacker.

Push and Pull

At 6th level, you grow in the Way of Pulse and Void. Your Deflect Missiles feature can now apply to melee spell and weapon strikes. It is inevitable that one of the two disciplines will come more naturally. You will either become a the strongest of blades or untouchable.

You choose either the Way of Pulse or the Way of Void. Are you the faucet or the sponge? The battering ram or the wall? The supernova or the black hole?

Blood and nerves (Pulse)

Pressure - You can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you touch a creature, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.

And affected creature is unaware of the effect if you win a Slight of Hand vs Perception contest. Even if you fail the contest, the creature can be evasive in its answers instead of simply answering truthfully.

Beat - You can spend 1 minute listening to the ground in order to detect heartbeats of creatures within 100 yards. The heartbeat gives you information about their current state (agitated, normal, calm, asleep), their size, and the location and distance from you.

You also gain the ability to cast the equivalent of Detect Magic at the cost of 2 ki points.

Snuff and absorb (Void)

You understand the magical forces that hang in the air. Even though you can't cast spells, you can alter the energy around you to mimic them.

You gain the ability to cast Counterspell at the range of Touch as a reaction as you learn to snuff out spells before mages can cast them. Spend 3 ki points and use your Wisdom modifier as the spellcasting ability. You can cast it at 4th level or higher by adding 1 ki point per level increase up to half of your monk level.

 

Your training has allowed you to learn how to soak up pulses around you, including sound. You also can now cast Pass Without a Trace at 2nd level for the cost of 3 ki points.

He Protec but He Also Attac

At 11th level, your specialization in your field of choice strengthens. Your minimal knowledge on the other side is overshadowed by your specialty.

Nullification (Void)

You start to have something of your own gravity. People around you start to feel almost an invisible pull in your direction. Magical energy is affected even more. You gain magical resistance. 

You can now cast Counterspell at a normal 60ft range at the same cost. If you fail the check and are to take damage from the spell, you can use the Magical Deflection feature in the same reaction. If the damage is applied to other creatures as well, their damage is reduced by the same value.

 

Shockwave (Pulse)

You radiate energy. It's as if you are consistently vibrating the air around you.

Stunning Pulse - You gain a reach of 10ft for your unarmed strikes. When you use your Stunning Strike feature, you can use extra ki points to affect an equivalent number of creatures of your choice within 20 ft of you.

Battering Pulse - Alternatively, when you hit a creature with a melee attack, you can spend a ki point to force all creatures of your choosing within 20 ft to roll a strength saving throw of you ki save DC or be pushed 15 ft away from you.

Unstoppable and Immovable

At 17th level, you are truly a force of nature. The following features exemplify what it means to be the battery and what it means to be the null.

Epicenter (Pulse)

You strain as magical energy erupts from your body in all direction. Each creature within 30ft of you must make a dexterity saving constitution saving throw of to your Ki save DC or take an amount of d10s equal to your remaining ki points of force damage or half on a successful save. If you have more than 10 ki points left, a failed save will also make the creature stunned until the end of your next turn. After the burst, your ki is completely depleted.

Recycle (Void)

You are void. Untouchable. Unreachable. You are immune to being charmed, stunned, paralyzed, or poisoned. You can't be targeted by divination magic or perceived through magical scrying sensors.

When you use your Magical Deflection feature you gain temporary hit points equal to the amount of damage reduced. You can spend any temporary hit points to regain ki points as an action. You get 1 ki point for every 10 temporary hit points.

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