Monk
Base Class: Monk

The Way of the Space Drifter Monk is one who has dedicated their life to the study of the energies of the universe. Through years of training and meditation, these enlightened few can condense energy to the point where tears appear in space before them. These monks have then learned to harness these tears by fueling them with their own ki, or in times of peril they can resort to using their own life force to keep the tears open.

Wormhole

Starting at 3rd level Your understanding of the energies that dictate the physical world grants you ability to condense your ki to open tears.

As a bonus action you may spend 1 ki to touch one willing creature, including yourself, and teleport the creature up to 30ft from your location, to a safe spot that you can see.

Event Horizon

Starting at 6th level you are able to forcefully pull in surrounding energy and condense it for your own use. As an action you are able to regain up to half you ki points.

Once you use this feature, you can’t use it again until you finish a long rest.

White Hole

Starting at 11th level, as a reaction, you may spend 2 ki to open a tear and reduce the damage of a spell that hits you. You reduced the damage of the spell by 2d10 + your Dexterity modifier + monk level.

If you reduce the damage of the spell to 0 you can open the other end of the tear and send part of the spell back at the caster. You must make a ranged attack, acting as a monk weapon you are proficient in, with a range of 60ft. If you hit they take half the spell slot used worth of martial arts dice damage.

Singularity

Beginning at 17th level, you have mastered the destructive nature of the tear and can focus its power. As an action you may spend 5 ki to create a 5ft radius sphere up to 90ft away from you that lasts for 1 minute. You may only have one Singularity active at a time.

All enemies within 30ft of the sphere have to make a strength saving throw at the end of their turn or take 1d10 force damage and be pulled 10ft closer. All creatures who enter the sphere take 3d10 force damage if they start their turn within the sphere. While within the area there is no sight that can see while inside of it.

All creatures who enter the sphere have to make a constitution saving throw, if it is a failure the creature is restrained. A restrained creature may use their action to make a constitution saving throw, if it is a success they free themselves.

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