Monk
Base Class: Monk

Monk Subclass

An elf wanders through the city, seeking the shapeshifting doppelganger she has come to kill. She sees her prey surrounded by illusory guards, disguised as a noble from a non-existent land. She approaches him, seeing right through his illusions and lies, and dispatches him with a single deadly punch to the back of his fragile skull.

A human calmly walks onto the battlefield, taking in his surroundings as a horde of goblinoids bears down on him. He calmly takes a single step forward before disappearing, suddenly appearing in their midst with an explosion of energy that sends goblinoid corpses flying in all directions.

As the massive black dragon approached her, the halfling smiled as she threw out her arm, and watched with calm satisfaction as the dragon collapsed in agony as he disintegrates, a single pure-black beam extending into his chest from the halfling's outstretched arm.

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 that 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 in their bodies, able to 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 that 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.

Voidwalker

Starting at 3rd level, you gain the ability to cast the eldritch blast cantrip. You add your Wisdom modifier to the damage rolls of this cantrip, if you don't already add an ability modifier to it.

In addition, you can cast the following spells by using ki points. When you do so, you don't need to provide the material components of the spells. When you cast the spell, you can spend double the number of ki points to cause the additional effect shown in the table.

Voidwalker Spells
Spell Ki Point Cost Special Effect
Arms of Shikar 2 ki The damage is increased by 1d4, and when a target fails their saving throw they are also knocked prone.
mind spike 3 ki You always know the target's location, regardless of location, distance, or Plane of Existence.
Hypnotic Pattern 5 ki When you cast this spell, you can choose any number of creatures in range to immediately succeed the saving throw.
shadow of moil 6 ki You gain resistance to one additional type of damage per increased level of the spell, and that damage type cannot be slashing, bludgeoning, or piercing. In addition, the damage type of damage dealt by this spell is changed to force damage.
synaptic static 7 ki The target has disadvantage on all ability checks, attack rolls, and Constitution saving throws to maintain concentration, in addition to the original effect.

Drawn From the Void

at 3rd level, you gain a number of void points equal to your monk level. When you spend a void point, it is unavailable to you until you finish a long rest. You can spend void points, instead of ki points, to cast your Voidwalker spells. When you do so, you spend void points equal to the spell level, you then must make a void interference save.

When you take the Attack action, you can spend 1 void point to cause your unarmed strikes, to deal additional damage equal to your martial arts die. When you do so, your unarmed strikes cause force damage instead of bludgeoning. This effect last until the end of your next turn.

Void Interference

other features in this subclass will sometimes say you must make a void interference save, this is a wisdom saving throw, DC equal to your monk level or 7, whichever is higher, plus a roll of your martial arts die. if you fail, roll on the Void Interference table, you may spend one void point to decrease the DC by your PB.

Void interference table :

  1. a cloud of magical darkness fills a sphere with a radius equal to your monk level times 10 centered on you that nothing can see through, even if they can see through magical darkness.
  2. you suffer from one short term madness effect determined by the DM for a number of rounds equal to your monk level.
  3. subtract your monk level from your next ability check, saving throw, or attack roll you make.
  4. you are blinded for a number of rounds equal to your monk level.
  5. take psychic damage equal to your monk level.
  6. you are sent into the ethereal plane for a number of rounds equal to your monk level.
  7. a creature of the DM's choice, with a CR equal to half your monk level, rounded down, appears in a space of the DMs choice within 30 ft. of you, it is hostile toward you and only you.
  8. you start glowing with shadow for a number of rounds equal to your monk level, all attacks against you have advantage for the duration.
  9. you are vulnerable to whatever type of damage you are inflicted with next for a number of rounds equal to your monk level.
  10. you gain two levels of exhaustion, if this would kill you, you implode creating a crater a number of miles wide equal to your monk level divided by 2, anyone in this range takes force damage equal to the number of feet away from the edge of the explosion they are.

Eyes of the Void

At 6th level, you can see all that surrounds you by viewing it through the Void. You can see in normal or magical darkness and into the ethereal plane in up to a range of 60 feet.

In addition, you can cause your eyes to truly pierce through the void using a bonus action, granting you truesight up to a range of 60 feet, lasting until the end of your next turn. You can use this bonus action a number of times equal to your Wisdom modifier (minimum 1). After spending your uses, you can't use this feature again, unless you spend 1 void point to do so again, or you take a long rest, if you use a void point to use this feature again you must make a void interference save.

Kyoshujin

At 11th level, you gain the ability to shape the Void into a weapon while its nonexistence is present in the Planes of Existence, and to use the power of the Void to increase your own body. On your turn, not requiring an action, as long as you have 1 void point remaining, you can form a weapon made of the Void in your empty hand. This weapon deals 2d8 force damage, and counts as a simple melee weapon with the finesse, light, and thrown properties (range 30/120), as well as a monk weapon for you.

When hit an attack with this weapon, you can spend void points to increase the weapon's damage, with every additional void point spent adding an additional 1d8 force damage. When you cause this weapons extra damage, you must make a void interference save.

Voidcaller

At 17th level, you gain the ability to call upon the true power of the void. As an action, roll a d12, and you cast one of the spells in the table below. If you roll a 7 or higher, you can't use this feature for the next 1d4 days and you must make a void interference save.

Voidcaller Table
Spell Result on the d12
disintegrate 1-6
forcecage 7-9
maddening darkness 10-11
psychic scream 12

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