Base Class: Monk
Monks who follow the Way of the Rift manipulate space itself through precise Ki discipline. They bend distance, distort trajectories, collapse force, and strike from impossible angles. Their movements refract like shattered light, and their techniques pull, push, compress, and unfold the fabric of reality. To these monks, space is not a barrier — it is a medium to be shaped.
Rift Convergence
As an action you spend one Focus point to create a micro-rift that compresses space around a point you can see within 10 feet.
Each Small or Medium creature within 5 feet of the chosen point must make a Strength saving throw against your Focus save DC. On a failed save, the creature is pulled 10 feet toward the center of the rift. This movement provokes opportunity attacks.
Additionally, until the end of your next turn, your next unarmed strike deals extra force damage equal to your Martial Arts die.
Rift Step
You've learned to slip through momentary rifts in space.
As a bonus action, you can teleport 15 ft to an unoccupied space you can see, leaving behind a brief distortion as your body refracts and snaps into space.
You can use this feature a number of times equal to your Wisdom Modifier (minimum of 1) per short rest.
Prism Arts
You fracture your presence across overlapping micro-rifts.
When you take the Attack action, you can spend 1 or more Focus points to choose one the following benefits:
- You have advantage on the next attack roll you make.
- Once on your turn, when you hit a creature with an unarmed strike, you may make a second unarmed strike against another creature within 5 feet of the target. You must roll for the additional attack.
Additionally, when a creature within 5 feet of you makes an attack roll against you, you can spend 1 focus point to use your reaction to displace your form by bending the surrounding space.
The attacking creature has disadvantage on the triggering attack roll as your refracted afterimage draws its strike off-angle. Whether the attack hits or miss, you move 5ft to an unoccupied space. This movement does not provoke attacks of opportunity.
Rift: Annihilation
You collapse a point in space into a micro-singularity and rupture it outward with destructive force. When you use this technique, choose one of the following forms:
Singularity Burst:
All creatures of your choice within 15 feet must make a Dexterity Saving Throw against your Focus Save DC. On a fail, they take 4d8 force damage and are knocked prone. Taking half damage and not being knocked prone on a success.
Focused Rift Strike:
Make a melee attack roll against one creature within your reach. On a hit the creature takes 4d10 force damage and must make a Strength Saving Throw against your Focus Save DC. On a failure, the creature is thrown 20 feet in a direction of your choosing.
You can use this feature once per Long Rest unless you expend 3 Focus points to use it again.
Domain Expansion: Infinite Mirage
You overlay the battlefield with infinite, refracting layers of space. Within this domain, you move flawlessly — others lose all sense of position.
As a bonus action, you can spend 4 Focus points to unfurl your Domain for 1 minute, or until you become incapacitated.
While your Domain is active:
Space folds unpredictably around your foes.
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Enemies of your choice within 30 feet treat all movement as difficult domain.
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Their ranged attacks against you have disadvantage due to distorted angles.
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The first time on each turn that an enemy targets you with an attack or harmful ability, it must succeed on a Wisdom saving throw or have disadvantage on its next attack before the end of its next turn.
Additionally, the infinite fractal geometry of the Domain overwhelms the mind. Making enemies automatically fail passive perception checks against you.
Within your Domain, your movement becomes untouchable.
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You ignore difficult terrain.
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Rift Step cost 0 Focus points.
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Opportunity attacks against you are made with disadvantage.
- You gain advantage on the first attack roll you make each turn.
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