Base Class: Monk
The Warrior who follows the Way of the Wyrmhole is on their way to mastering the art of redirection, surprise, and of course, wyrmholes.
Level 3: Wyrmhand
Spend a Focus point to conjure portals over your open palms. The portals last for one minute, and disappear temporarily if you close your hand, reappearing instantly when the hand is reopened. The portals are circular, 2 feet in diameter, and are outlined in a soft glowing light in a color of your choosing. Anything that enters one portal exits the other. If you wield a weapon or shield in either hand, or are otherwise holding an object or creature, that hand's portal closes until you drop or stow the held object or creature. You can use this portal in a number of ways listed below, as well as any uses the DM may approve of.
Wyrmshield (Melee) When you or someone within melee range of you are the target of a melee attack roll, but before the outcome of the dice is known, you can use a reaction to redirect the attack to another target within 5 feet of you as you interpose one of your portals between the weapon and the intended target, and aim the other at a new target. The attack against the new target proceeds with the original attack roll. You may spend 1 Focus/Ki point to add 1 roll of your Martial Arts die to the damage as force damage.
Wyrmshield (Ranged) When you or someone within melee range of you are the target of a ranged attack roll, but before the outcome of the dice is known, you can use a reaction to redirect the attack to another target within the remaining range of the original spell using your portals to catch the missile and change its trajectory. If the roll would hit the new target's AC, the original attack damages the new target instead, with neither target taking damage if it does not. You may spend 1 Focus/Ki point to add 1 roll of your Martial Arts die to the damage as force damage.
Wyrmpunch When you take the attack action and make an unarmed strike or attack with a one-handed monk weapon, you can spend a Focus/Ki point to open a portal at a spot you can see in the same space as your target and direct your attack through the portal. When you attack in this manner, you attack with advantage, and deal force damage equal to one roll of your martial arts die on top of your normal damage.
Level 6: Wyrmstep
As a Bonus Action, while your portals are active, you may throw one portal up to 60 feet away and step through the portal in your other hand, expanding the portals to your size and leaving a portal in the space you left, appearing through the thrown portal. The portals stay in place for one round or until recalled to your hand, no action required. You may do this a number of times per day equal to your Proficiency Bonus.
Level 11: Wyrmhole Flurry
When you use Flurry of Blows, you can spend another focus point to gain advantage on all Flurry attack rolls as you send each strike through a new portal.
Level 17: Breath of the Astral Wyrm
As an Action, Use the power of the Astral Wyrm's breath weapon to create a large number of portals connected to a single central portal. All creatures within a 60ft cone must make a dexterity saving throw (DC 17) or be struck with a portal that then links itself to the target, keeping a relative position. These portals last for 3 rounds. Anything that enters the central portal exits all breath portals simultaneously, with one attack roll per strike being used against all targets. Any items duplicated in this way dissolve into startdust that floats away after one round. Anything attempting to enter the breath portals bounces off unless it first came through the central portal.
You can use this feature once per day, needing to meditate under a clear night sky to regain its use.
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Posted Aug 28, 2025Can you only wrympunch in melee or into someone you can see