Monk
Base Class: Monk

These are wise monks that many wrongly call Zealots; the Warriors of the Zenith draw on the power of the sky and void to power their strikes as they become one with the universe. They learn to cut through space and cleave into the void, and they eventually become strong enough to draw from the outer planes. They can use any empty expanse to support themselves and bring stability to the deepest chaos, and each move of their body creates a bridge between worlds. They can learn to access the most polar planes: Elysium, Hades, Mechanus, and Limbo, and use these powers to alter the void around them.

Null Strikes

You can draw on the void between the inner and outer planes to empower your weak strikes. On the d20 used to make you attack rolls, the following effect happens on each roll of the d20:

  1. You make 2 more unarmed strike attacks against the same target, which deal force damage instead of bludgeoning.
  2. You gain truesight of 10 feet until the end of your next turn.
  3. You gain a number of temporary hit points equal to your constitution modifier.
  4. The target must succeed on a Strength saving throw equal to 10 + your Strength modifier. On a fail, they are knocked prone.
  5. You gain a sudden insight on your target's weaknesses, giving you a +1 advantage on attack rolls against this creature until the end of combat. This effect cannot be applied multiple times to the same creature, but can apply to multiple creatures at once. This targets swarm stat blocks as if they were 1 creature.
  6. The target must succeed on a Charisma saving throw equal to 10 + your Charisma modifier.  On a fail, they are charmed or frightened by you for 1 round, your choice.

 

Void Step

As a bonus action, you can phase through the void. You teleport up to 30 feet away to an unoccupied space that you can see, and this does not provoke opportunity attacks. You are immune to all damage except force, radiant, and psychic until the end of your next turn. You can use this feature a number of times equal to your dexterity modifier. If you use this feature the turn after you had already used it, you gain immunity to all damage until the end of your next turn.

Cleave the Wheel

Every time you make an unarmed strike, roll a d6. If you roll a 6, you are able to merge with a version of yourself from an alternate reality and make an additional unarmed strike against a creature within 30 feet of you. If you hit wit the attack, you may roll another d6 and repeat until you either miss or don't roll a 6. The d6 roll cannot be altered by anything in the game.

Shatter Space

As an action, you can expend 4 focus points to shatter space and time. As many creatures as you choose within 60 feet of you must succeed in a dexterity saving throw equal to DC 13 + Your Wisdom Modifier. On a failed save, they are knocked prone.

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