Monk
Base Class: Monk

Now you’re thinking with portals.

Reach Charges

At level 3, when you choose Way of Reach, you are immediately granted 3 Reach Charges. These allow you to attempt an unarmed attack on an enemy up to 90ft away. If this strike hits, it rolls your martial arts die twice, and adds half of your proficiency bonus (rounded down) to the damage roll along with your Str or Dex modifier.

 

You gain additional Reach Charges at levels 5, 9, 14, and 19.

Reach Charges recharge on a short rest. Additionally, you may spend 3 Ki points to create a Reach Charge. You can do this in combat as a bonus action.

Transposition

Whenever an enemy rolls to hit a melee attack on you or an ally within 15ft of you,  you can use your Reaction and a Reach Charge to negate the damage and instead apply it to another enemy within 30ft, or the enemy attacking. Roll accuracy for this attack, using the attacking enemy's accuracy.

Whenever you perform the Deflect Missiles reaction, you can expend a Reach Charge to reflect the projectile at any enemy within 90ft of you, rolling for accuracy, and you may choose to roll your damage as though you had used a Reach Attack or roll the projectile’s normal damage die. You do not need to reduce the projectile’s damage to 0 to use this feature.

You may use this feature a number of times equal to your proficiency bonus, and it recharges on a Long Rest.

Shift

At level 11, you gain the Shift feature, which allows you to expend a Reach Charge and a Bonus Action to teleport yourself, a willing ally, or an enemy up to 120ft away from their position. You may also choose to swap your position, a willing ally's position, or an enemy's position with one another, max of two affected at a time.

You can now also use a Reach Charge and your Bonus Action to attempt to drag an enemy within 90ft of you through a portal and within 5ft of you while dealing regular unarmed attack damage.

When swapping enemies, they can choose to roll a DC (8 + Wis mod + Dex mod) Wisdom saving throw to resist the effect.

When dragging enemies, they must beat your Athletics or Acrobatics check with their own, both getting to choose which skill. If they fail, they take full damage and are placed within 5ft of you. If they succeed, they take half damage and are not moved.

The Nexus

You can expend a Reach Charge to set a tethering point at whatever location you are currently in. For the next month, at any time that you want to return to the tether, as long as you are out of combat, you can teleport yourself and up to ten willing individuals to the tether, anywhere within 100ft of it.

 

You may have up to three tethers set at a time. Setting a new tether will replace the oldest one.

Enhanced Reach

Whenever an ally makes an attack, you may expend a Reach Charge to add 90ft of range to the attack, roll Accuracy with Advantage, and add your proficiency bonus to the damage roll.

 

In addition, you may now expend a Ki Point to make a Reach Attack, but it will deal normal unarmed attack damage.

 

You may now perform a Stunning Strike when making a Reach Attack with Reach Charges.

Perfected Reach

At level 17, using a Ki Point to perform a Reach Attack will now add half of your proficiency bonus (rounded down) to the damage roll, and Reach Attacks performed with Reach Charges will add your full proficiency bonus to the damage roll.

 

Additionally, you gain your own personal domain. You control all aspects of how it looks and functions. It is basically a house in a portal. 

While in combat, whenever you strike an enemy, you can choose to expend 3 Reach Charges to instantly teleport the enemy and yourself to your domain. Here, you can use your domain against your enemy. You control ALL aspects of your domain, but don’t push your DMs buttons. You have 3 rounds before the enemy and yourself are expelled back to battle, or you can end this effect early. 

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