Monk
Base Class: Monk

“The key is movement. The lock is the world.”
— Wyrmgate Master El’Sair of the Cracked Stair

Monks of the Way of the Wyrmgate train within the shifting folds of the Hallway of Worlds, mastering the art of interplanar manipulation through breath, step, and strike. They treat the multiverse as a lattice of threads—threads they may climb, sever, or realign. Every motion is a crossing. Every strike, a ripple in time and space.

Many Wyrmgate monks act as guardians of planar sanctums or as tollmasters and enforcers of the Eightfold Ledger. Others wander freely, following eddies of fate across countless realms.

Level 3 – Wyrmstep Techniques

You gain the ability to manipulate reality as part of your martial arts discipline.

Wyrmstep

When you use your Step of the Wind or Dash action on your turn, you may instead teleport up to your movement speed to an unoccupied space you can see.

  • This teleportation ignores difficult terrain, verticality, and obstacles, though planar wards may block it.
  • If you Wyrmstep adjacent to a creature, you can immediately make one Martial Arts attack as a bonus action.

You also learn to speak Primordial or Deep Speech (your choice), gaining insight into planar syntax and ancient metaphysics.

Planar Sense

You can sense planar instability, dimensional rifts, or extraplanar creatures within 60 feet. This works like Detect Evil and Good but only for elementals, aberrations, celestials, fiends, or areas touched by planar magic.

You can use this sense proficiency bonus times per long rest.

Level 6 – Gate-Pulse Strike

Your strikes resonate with extraplanar force, disrupting planar boundaries and magical wards.

Once per turn when you hit a creature with an unarmed strike, you can spend 1 ki point to:

    • Force the creature to make a Charisma saving throw (DC = 8 + your proficiency + Wisdom mod).
    • On a failure, you teleport the target 30 feet in a direction of your choice (you must see the space).
    • It takes force damage equal to two rolls of your Martial Arts die.
    • If it succeeds, it is not moved and takes half damage.

You can use this to:

  • Push creatures into traps or off ledges.
  • Extract foes from cover.
  • Interrupt spellcasting across distance.

Additionally, you ignore magical effects that reduce speed or prevent teleportation, unless they are tied to a legendary artifact, godly ward, or Coin of Binding.

Level 11 – Riftwalker's Aegis

You have learned to phase through harm and alter your body's resonance with the world.

Flicker Form

As a reaction when you're hit by an attack or fail a Dexterity saving throw, you can spend 2 ki points to become partially phased, gaining:

  • Resistance to all damage from that source, and
  • Teleport 15 feet to an unoccupied space you can see immediately after.

If you teleport adjacent to a hostile creature, your next melee attack against it has advantage.

Planar Resilience

You gain resistance to force damage and cannot be banished or forcibly teleported unless you choose to fail the saving throw.

Level 17 – Grand Gate Spiral

You become a living key of the Wyrmgates, unraveling reality with a touch.

As an action, you can spend 4 ki points to open a Planar Spiral at a point you can see within 60 feet. Choose one of the following effects:

Multiversal Rend

Each creature in a 15-foot radius must make a Constitution saving throw or take:

  • 8d10 force damage and
  • Be teleported to a random location within 60 feet (not off cliffs or into lava).
  • On a success, they take half damage and are not moved.

Perfect Passage

You and up to 5 willing creatures can teleport to a location you’ve seen or previously visited on your current plane or another plane, as if using Teleport.

  • You must spend 1 additional ki point for each plane of separation (e.g., +1 for the Feywild, +2 for the Shadowfell, +3 for the Astral Sea). 

Seal the Rift

You permanently close an open teleportation circle, portal, or planar gate unless its source is divine or artifact-level.

  • This is considered a magical seal equivalent to a Wish-level abjuration.

You can use Grand Gate Spiral once per long rest, or again by spending 8 ki points.

Summary

Level

Feature

3

Wyrmstep, Planar Sense

6

Gate-Pulse Strike

11

Flicker Form, Planar Resilience

17

Grand Gate Spiral

Wyrmstep Techniques

Action Type: Passive; modifies movement and Step of the Wind
Uses: At-will with movement; enhanced through Focus Points and Monk features
Duration: Instantaneous
Scaling: Teleportation improves through later subclass features

You learn to manipulate reality as part of your martial discipline. Every step becomes a key. Every breath tests the lock.

While you are not wearing armor or wielding a Shield, you gain the following benefits.

Wyrmstep

When you take the Dash action or use Step of the Wind, you can replace some or all of that movement with teleportation. You teleport to an unoccupied space you can see within a distance no greater than your Speed.

This teleportation ignores difficult terrain, gaps, vertical distance, and nonmagical obstacles between your starting space and destination, but it cannot pass through planar wards, antimagic barriers, sealed dimensional locks, or similar effects at the DM’s discretion.

If you teleport to a space within 5 feet of a hostile creature using Wyrmstep, you can make one Unarmed Strike against that creature as part of the same Bonus Action if you used Step of the Wind to activate this feature.

Threshold Footwork

Once on each of your turns after you teleport, the first Unarmed Strike you hit with before the end of that turn can deal Force damage instead of its normal damage type.

Planar Tongue

You learn either Primordial or Deep Speech. If you already know both languages, you learn one language of your choice associated with planar travel, ancient magic, or extraplanar beings.

You also have Advantage on Intelligence (Arcana) checks made to understand planar portals, teleportation circles, dimensional seals, extraplanar architecture, or magical thresholds.

Languages

You also learn to speak Primordial or Deep Speech (your choice), gaining insight into planar syntax and ancient metaphysics.

Languages

You also learn to speak Primordial or Deep Speech (your choice), gaining insight into planar syntax and ancient metaphysics.

Planar Sense

Action Type: Action
Uses: Proficiency Bonus per Long Rest
Duration: Concentration, up to 10 minutes
Scaling: Detection remains useful throughout play

You can feel the pressure of nearby crossings, extraplanar presences, and unstable seams in reality.

As an Action, you open your senses to planar disturbance. For up to 10 minutes, you know if there is an Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 60 feet of you, as well as any active planar portal, teleportation circle, dimensional rift, demiplanar entrance, or area touched by strong planar magic.

You know the direction of each detected presence while it remains within range, but not its exact identity. This sense is blocked by 1 foot of stone, dirt, or wood; 1 inch of common metal; a thin sheet of lead; or magical wards that block divination.

You can use Planar Sense a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Gate-Pulse Strike

Action Type: No action required; triggered when you hit with an Unarmed Strike
Uses: 1 Focus Point; once per turn
Duration: Instantaneous
Scaling: Force damage uses Martial Arts dice

Your strikes resonate with extraplanar force, disrupting the target’s connection to its current position in the world.

Once per turn when you hit a creature with an Unarmed Strike, you can expend 1 Focus Point to force the target to make a Charisma saving throw against your Monk save DC.

On a failed save, the target takes Force damage equal to two rolls of your Martial Arts die, and you teleport it up to 30 feet to an unoccupied space you can see. The destination must be on a surface that can support the target, and this movement cannot place the target inside an object, directly into obvious lethal terrain, or into a space that would immediately destroy it unless the DM rules the environment and circumstances allow it.

On a successful save, the target takes half as much Force damage and is not teleported.

Gatebreaker’s Step

You have Advantage on ability checks and saving throws against magical effects that would reduce your Speed, prevent you from teleporting, or trap you in extradimensional restraint.

If an effect would prevent your teleportation, you can expend 1 Focus Point to attempt to force your way through it. Make a Wisdom saving throw against the spell save DC of the effect’s creator. On a success, your teleportation works. On a failure, the teleportation fails, but the Focus Point is not wasted.

Artifact-level wards, divine seals, Coin of Binding effects, and similar overwhelming powers may ignore this benefit at the DM’s discretion.

Riftwalker's Aegis

Action Type: Reaction and Passive
Uses: Focus Points
Duration: Instantaneous
Scaling: Defensive teleport remains useful at higher levels

You learn to phase through harm and alter your body’s resonance with the world. A blade cuts where you were too solid. A spell strikes the echo you have already stepped away from.

You gain the following benefits.

Flicker Form

When you are hit by an attack roll or fail a Dexterity saving throw, you can take a Reaction and expend 2 Focus Points to become partially phased. You gain Resistance to all damage from the triggering attack or effect. Immediately after the damage is resolved, you can teleport up to 15 feet to an unoccupied space you can see.

If you teleport to a space within 5 feet of a hostile creature, the next melee attack you make against that creature before the end of your next turn has Advantage.

Planar Resilience

You have Resistance to Force damage.

In addition, you have Advantage on saving throws against being banished, forcibly teleported, shifted into another plane, trapped in an extradimensional space, or removed from your current plane against your will.

If you would be forcibly teleported, banished, or moved to another plane, you can choose to fail the saving throw. If you succeed on the saving throw, you can teleport up to 15 feet to an unoccupied space you can see as reality snaps back into place around you.

Riftwake

Once on each of your turns after you teleport, you can choose one creature within 5 feet of either the space you left or the space where you arrive. That creature cannot take Opportunity Attacks against you until the start of your next turn.

Grand Gate Spiral

Action Type: Action
Uses: Once per Long Rest, or by expending Focus Points
Duration: Instantaneous or special
Scaling: Capstone feature

You become a living key of the Wyrmgates, capable of opening, twisting, and sealing reality with breath and motion. When you invoke the Grand Gate Spiral, the world briefly reveals itself as a ring of doors.

As an Action, you create a Planar Spiral at a point you can see within 60 feet. Choose one of the following effects.

Multiversal Rend

Each creature of your choice in a 15-foot-radius sphere centered on the point must make a Constitution saving throw against your Monk save DC.

On a failed save, a creature takes Force damage equal to eight rolls of your Martial Arts die and is teleported to an unoccupied space of your choice that you can see within 60 feet of the spiral.

On a successful save, a creature takes half as much damage and is not teleported.

A creature cannot be teleported into a space that would immediately destroy it, such as open lava, solid stone, or empty air over a lethal fall, unless the DM determines the circumstances specifically allow such use.

Perfect Passage

You and up to five willing creatures of your choice within 30 feet of you teleport to a destination you have seen or previously visited on your current plane. The destination must be on the same plane of existence unless the DM determines that an active planar crossing, known Wyrmgate route, attuned portal-key, or properly prepared planar address is available.

If you use an established planar route or prepared planar address, you can instead transport the group to another plane. Doing so requires additional Focus Points based on the distance and difficulty of the crossing, at the DM’s discretion:

  • 1 additional Focus Point: A near or coterminous plane, such as a closely linked Feywild or Shadowfell reflection.
  • 2 additional Focus Points: A known demiplane, sanctum, or stable planar crossing.
  • 3 additional Focus Points: A distant or difficult planar destination, such as the Astral Sea or a hostile outer realm.

The DM may require a Wisdom (Arcana) check for unstable, damaged, hidden, or hostile crossings.

Seal the Rift

You target one active teleportation circle, portal, planar gate, rift, demiplanar entrance, or similar magical crossing within 60 feet of you. The target must make a magical contest against your Monk save DC, using the spell save DC of its creator, the CR-based DC of the effect, or another DC chosen by the DM.

On a success, the crossing is sealed. A temporary or unstable crossing closes permanently. A permanent crossing is suppressed for 24 hours. If the crossing was created by a spell of 8th level or lower, the spell ends. If it was created by an Artifact, deity, mythic being, Coin of Binding, or similarly overwhelming force, this feature may only suppress, weaken, or mark the crossing at the DM’s discretion.

When you seal a rift, you can also choose to brand the threshold with a Wyrmgate sigil visible only to creatures using magic that detects planar phenomena. You know if that crossing reopens while you are on the same plane of existence.

Once you use Grand Gate Spiral, you cannot use it again until you finish a Long Rest unless you expend 6 Focus Points to use it again.

Way Of The Wyrmgate Image

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