Base Class: Monk
The Way of the Void is a path many monks refuse to walk, as it espouses action and death to one's foes rather than calm and thoughtfulness. Those few who choose to walk this path, however, can tap into the absolute nothingness that lies beyond the Outer Planes, able to manifest it in their blows and their bodies, they derive great power from it at a cost, of course. Many a monk who followed the Way of the Void has been consumed-body, mind, and soul by the power they wield, unable to harness and contain it within themselves, resulting in a great implosion that can, depending on the power of the monk, leave a crater ranging from a few miles in diameter to hundreds of miles wide. Those who manage to contain the power within themselves often go mad from the vast expanse of infinite nonexistence that they have witnessed, unable to comprehend the idea of true lack of existence. But such is the nature of the Void. You either control it or are consumed by it, it is nonexistence, nothingness, and an infinite expanse of oblivion within which has never, cannot, and will never exist.
Void Pulse
Starting when you choose this tradition at 3rd level, you gain the Void Pulse ability.
Void Pulse: You learn to channel the power of the void, a surge of dark energy gathers at your fingertips before erupting outward. When you take the Attack action on your turn, you can replace one of the attacks with Void Pulse engulfing enemies in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking force damage equal to a roll of your Martial Arts die + Wisdom modifier on a failed save, or half as much damage on a successful one. On a failed save their limbs become heavy and sluggish, reducing their speed by half (minimum 10 feet) until the start of your next turn, as they struggle against the lingering echoes of the void's power.
The amount of martial arts die used in the damage increases when you reach certain levels within the class, 5th level (two Martial Arts die), 11th level (three Martial Arts die), and 17th level (four Martial Arts die).
Due to the stress on the body, Void Pulse can only be used once per round.
Voidweaver's Discipline
Also at 3rd level, as an action, you can spend ki points to cast spells in the attached diagram below, each spell has the monk level required to unlock the spell and the ki points required. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
At Monk Level 3, spend 2 ki points to cast tasha's hideous laughter and mind spike
At Monk Level 5, spend 3 ki points to cast antagonize and hunger of hadar
At Monk Level 7, spend 4 ki points to cast shadow of moil and raulothim's psychic lance
At Monk Level 9, spend 5 ki points to cast synaptic static and far step
Once you reach 5th level in this class, you can spend additional ki points to increase the level of a Voidweaver's Discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Mind Spike does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and cast Mind Spike, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table below.
5th–8th - 3 Ki Points
9th–12th - 4 Ki Points
13th–16th - 5 Ki Points
17th–20th - 6 Ki Points
Void Blade
Starting at 6th level, you gain the ability to shape the Void into a weapon. On your turn, not requiring an action, as long as you have 1 ki point remaining, you can form a blade made of the Void in your empty hand. This Void Blade deals force damage equal to two rolls of your Martial Arts die, and counts as a simple melee weapon with the finesse, light, and thrown properties (range 10/30), as well as a monk weapon for you. If you drop the weapon or throw it, it dissipates at the end of the turn and can't be re-formed until the start of your next turn.
Though the Void Blade appears magical, it is not connected to the weave and can't be dispelled by magical means.
Void Empowered
Starting at 11th level, your proficiency in manipulating the void has reached a new level of mastery. As a result, you gain the Void Cloak ability, also your Void Pulse and Void Blade have become further empowered, granting you additional abilities.
Void Cloak: You gain the ability to call upon the Void to support your companions. When one or more creatures you can see within 30 feet of you makes a saving throw, you can use your reaction to designate a number of creatures in range up to your Wisdom modifier (min. 1). Each creature can add your Wisdom modifier to their next saving throw until the start of your next turn. You can do this a number of times equal to your Wisdom modifier (min 1), and you regain all expended uses when you finish a long rest.
Also starting at 11th level, after finishing a long rest you may choose one of the following empowerment's for either the Void Pulse or the Void Blade.
Empowered Pulse: The Void Pulse ability gains the below effects;
- Expanded Pulse - Channelling the void has changed your body, allowing you to better control Void Pulse, increasing the range of the cone an additional 15ft (30ft total).
- Void Amplification - You can spend 1 ki point to add additional force damage to your Void Pulse equal to 1 + your Wisdom modifier.
- Latching Tendrils - Each creature that has been caught in the Void Pulse that fails their Dexterity save is now Restrained until the start of your next turn. (this effect replaces the slow effect).
Empowered Blade: The Void Blade gains the below effects;
- Condensed Blade - Attacks (both melee and ranged) with your Void Blade deal additional force damage equal to your Wisdom modifier.
- Overcharged - When you hit a target with the Void Blade, you can spend 1 ki point to cause the weapon to deal extra damage to the target. The blade's force damage is increased by a Martial Arts die for each ki point you spend (maximum 3 ki points)
- Absent Impact - Once per turn, when you hit a target with the "Overcharged" Void Blade that is one size larger than you or smaller, you can attempt to use the impact of absence to knock the target prone. The target must succeed a Strength saving throw against your Ki save DC or be knocked prone.
Perils of the Voidcaller
At 17th level, you gain the ability to call upon the true power of the void. After a short or long rest, you gain a number of Void Charges equal to twice your proficiency bonus.
As an action, you can attempt to cast one of the spells from the table below by rolling 1d6 and expending an amount of Void Charges equal to the roll. A spell cast in this way ignores verbal, somatic, and material components and can't be cast again until you finish a short or long rest. If you roll a number higher than the amount of Void Charges you have remaining, the spell fails, and you are incapacitated until the start of your next turn as you are wracked with feelings of infinite nothingness.
- Disintegrate
- Forcecage
- Maddening Darkness
- Psychic Scream
Previous Versions
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