Monk
Base Class: Monk

Your monastic lifestyle have led you to the teachings of the void, scriptures and writings made of incomprehensible madness make up these teachings. When you focus your mind and body, you may use this madness to harm your foes using the very suffering they are inflicted with. Your monastic arts are charged from the suffering and inflictions of others, when unleashed, the effect is as devastating as the horrors from the very Void itself. 

Some monks following this path may go insane, lose their mind, or worse, but others may ascend to something greater and better than what they were before. What path you take following the Void is up to you...

Abyssal Essence

Once you choose this subclass, starting at 3rd level, you obtain the ability to absorb a hidden force that derives its power from suffering, this force when channeled and absorbed will be referred to as void charges. You can have a maximum of 9 void charges absorbed at one time.

You can obtain void charges in the following ways:

  • If a hostile creature within 10 feet of you misses an attack roll by rolling a natural one, you can use your reaction to gain a void charge.
  • If a hostile creature within 10 feet of you fails a saving throw against a spell or monk class feature that triggers one or more of the following conditions: stunned, paralyzed, and incapacitated, you can use your reaction to gain a void charge.
  • If a hostile creature within 30 feet of you dies, you can use your reaction to gain a void charge.
  • You can use a bonus action to expend a number of ki points, you gain void charges equal to half of the number of ki points expended (rounded down).

Whenever you finish a short or long rest while you have void charges, you lose all unexpended void charges at the end of your rest.

 

Void Blade

Starting at 3rd level, you are able to unleash the madness of the abyss into a physical bladed form. As an action, you may expend 9 void charges to launch a massive spectral blade in a cone emanating from yourself. Creatures caught within the cone must make a Charisma saving throw. On a failure, the target takes force damage equal to 9 rolls of your Martial Arts die, or half as much on a success.

The range of the cone starts at 10 feet at 3rd level, 15 feet at 5th level, 20 feet at 11th level, and 30 feet at 17th level.

Dread Aura

At 6th level, you obtain the ability to activate an aura that distresses others nearby. As an action, you can expend a void charge to make an emanation that surrounds you for 10 feet in all directions, it always remains centered on you. The aura ends at end of start of your next turn, but you can extend the duration for another turn if you expend another void charge (no action required). Hostile creatures that start their turn within this aura and that are not behind total cover, must make a Wisdom saving throw, on a failure, the target is frightened until they leave the aura. The target can make another Wisdom saving throw as an action during their turn, ending the effect on a success.

Rift Blades

Starting at 11th level, you can begin to conjure smaller versions of your void blade. When you take the Attack action, you can replace one unarmed strike with a 10 foot cone of void energy. Creatures in the area must make a Charisma saving throw, taking 2 rolls of your martial arts die in damage on a failure, or half as much on a success.

This counts as an unarmed strike. You can use this feature a number of times equal to your proficiency bonus per long rest.

Partial Rebirth

At 17th level, you gain the ability to defy death as the void overtakes your body. Once per long rest, if you fall to 0 hit points, you instead regain half of your total hit points (rounded down), regain 3 void charges, and for the next 10 minutes, your unarmed attack deal an extra 1d8 force damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/9/2025 1:48:18 AM
4
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes