Monk
Base Class: Monk

Monks who follow the Way of the Planar Sovereign do not merely strike with fists and feet—they strike through the fabric of reality itself. Through relentless meditation and exposure to the spaces between worlds, these ascetics learn to open minor tears into distant planes, allowing elemental forces and planar echoes to seep into the battlefield.

Some channel fire through ember-forged relics, others call upon the steady weight of stone or the whispering tides of deep waters. Wherever they stand, reality bends subtly around them—ground shifts, winds howl, flames answer their breath.

At higher levels, a Planar Sovereign does not simply visit another plane—they impose it. Through disciplined will, they establish a domain where elemental laws momentarily overwrite the mundane world. Within this convergence, the monk moves as master, while enemies struggle against the altered flow of reality.

Though they are not spellcasters in the traditional sense, Planar Sovereigns rival hybrid warriors in versatility, blending martial precision, battlefield control, and mythic relics into a singular path of disciplined cosmic authority.

Wild Planar Tear

Beginning at 3rd level, your strikes fracture the boundary between planes.

When you hit a creature with an Unarmed Strike on your turn, you may trigger a Wild Planar Tear. You can trigger this feature only once per turn.

Roll on the Wild Planar Tear table to determine the effect. If the effect requires a saving throw, the DC equals your Monk save DC.

If a result deals damage, that damage is force damage unless otherwise specified.

You may spend 1 Ki Point immediately after rolling to roll twice on the table instead of once. If you do, both results occur. If both results require a saving throw, each saving throw is rolled separately.

A Wild Planar Tear can only be triggered by an Unarmed Strike made as part of the Attack action, Martial Arts bonus attack, or Flurry of Blows.

Wild Planar Tear Table (d10)

When you trigger Wild Planar Tear, roll 1d10:


1 — Planar Hi-jinks 

Random useless thing happens. Can be denoted by DM or by Player

.


2 — Freezing Rift

A shard of elemental frost erupts from the tear.

The target must make a Constitution saving throw.
On a failure, it takes 1 roll of your Martial Arts die cold damage and its speed is reduced by 10 feet until the start of your next turn.
On a success, it takes half damage and suffers no speed reduction.


3 — Cinder Spark

A burst of flame lashes outward.

The target must make a Dexterity saving throw.
On a failure, it takes 1 roll of your Martial Arts die fire damage and cannot take reactions until the start of its next turn.
On a success, it takes half damage.


4 — Shattering Echo

The strike reverberates through fractured space.

The target takes 1 roll of your Martial Arts die thunder damage, and the next attack roll made against it before the start of your next turn has advantage.


5 — Void Flicker

The tear pulses with destabilizing force.

The target must make a Strength saving throw.
On a failure, it is pushed 10 feet directly away from you.
On a success, nothing happens.


6 — Radiant Fracture

A sliver of celestial light pierces through.

The target must make a Constitution saving throw.
On a failure, it takes 1 roll of your Martial Arts die radiant damage and has disadvantage on its next attack roll before the start of your next turn.
On a success, it takes half damage.


7 — Shadow Lash

A ribbon of shadow whips through the tear.

The target must make a Wisdom saving throw.
On a failure, it takes 1 roll of your Martial Arts die necrotic damage and cannot take opportunity attacks until the start of your next turn.
On a success, it takes half damage.


8 — Resonant Surge (Stronger Result)

A violent planar rupture detonates outward.

The target takes 2 rolls of your Martial Arts die force damage.

(This is your “above cantrip” spike result.)


9 —Arcane Bolt

The tear flashes with raw arcane force.

The target takes 1 roll of your Martial Arts die as force damage.

 


10 — Echoed Rebound

The planar tear reinforces your strike.

You gain temporary hit points equal to 1 roll of your Martial Arts die.





Planar Strike

At 3rd level, you learn to extend your strikes through momentary planar rifts.

Once per turn, when you make an Unarmed Strike on your turn, you may increase the reach of that attack to 10 feet.

This attack counts as a melee attack for all purposes, including effects that trigger on melee attacks. Extending the strike in this way does not increase its damage and does not change its damage type.

You must be able to see the target to use this feature.

You cannot use Echoed Strike and Wild Planar Tear more than once each per turn.

Elemental Plane

Starting at 6th level, you learn to impose a fragment of an elemental plane onto the battlefield.

As an Action, choose a point you can see within 30 feet. For 1 minute, a sphere of elemental influence radiates from that point.

When you create the Convergence, choose one of the following elements: Fire, Water, Air, or Earth.

You may use this feature once per Long Rest without expending Ki. You may create it again by spending 2 Ki Points.

Only one Convergence may be active at a time. Creating a new Convergence ends the previous one.

Saving throws against this feature use your Monk save DC.


Convergence Radius

• 6th level: 10-foot radius
• 11th level: 20-foot radius
• 17th level: 40-foot radius


Duration

• 6th level: 1 minute
• 17th level: 10 minutes


Elemental Effects

Each Convergence manifests differently depending on the element chosen.


🔥 Fire Convergence

The ground shimmers with heat and drifting embers.

Once per turn, when a hostile creature enters the area for the first time on a turn or starts its turn there, it takes fire damage equal to one roll of your Martial Arts die.

At 11th level, this damage increases to two rolls of your Martial Arts die.


🌊 Water Convergence

The area fills with deep spectral water.

The area becomes difficult terrain for hostile creatures.

At 11th level, hostile creatures in the area have disadvantage on Dexterity saving throws against your monk features.


🌪 Air Convergence

The area fills with violent crosswinds and unstable pressure.

Ranged weapon attacks made by hostile creatures inside the area are made at disadvantage.

At 11th level, when a hostile creature misses an attack inside the area, you may move up to 10 feet without provoking opportunity attacks.


🪨 Earth Convergence

Jagged stone and shifting ground erupt within the area.

The area becomes difficult terrain for hostile creatures.

At 11th level, once per turn when a hostile creature moves at least 5 feet within the area, it takes bludgeoning damage equal to one roll of your Martial Arts die.

Planar Relic

At 6th level, you bind yourself to three planar relics: the Emberpipe of the Cinder Sage, the Tidal Conch of the Deep Current, and the Monolith of the Worldroot. (found as items in the item list)

At the end of a Short or Long Rest, you may attune to one of these relics. You gain access to that relic’s abilities until you finish another rest and choose a different relic. You may benefit from only one relic at a time.

Each relic ability can be used once per Long Rest. Using a relic ability expends its use until you finish a Long Rest, even if you later switch to a different relic.

If a relic ability calls for a saving throw, it uses your Monk save DC.

Your Monk save DC is:

8 + your Proficiency Bonus + your Wisdom modifier

Planar Fury

Beginning at 11th level, you learn to violently fracture the planar boundary in a single overwhelming surge.

When you trigger your Wild Planar Tear, you may activate Planar Fury (no action required).

When you do so:

  • You may spend up to 5 Ki Points.

  • For each Ki Point spent, you roll an additional result on the Wild Planar Tear table.

  • All results occur against the same target.

  • Damage results stack normally.

  • Saving throws are rolled separately for each effect.

You may use Planar Fury once per Long Rest.

This does not remove the “once per turn” limitation of Wild Planar Tear — it enhances a single trigger of it.

Convergence of Falling Worlds

At 17th level, your mastery over fractured planes allows you to channel the crushing weight of collapsing worlds through your strikes.

When you hit a creature with an Unarmed Strike on your turn, you may invoke Convergence of Falling Worlds.

The target takes additional force damage equal to 6 rolls of your Martial Arts die.

You may use this feature once per turn.

Chant of a Thousand Voices

Beginning at 11th level, the fractured echoes of distant planes whisper through you in moments of danger.

When a creature you can see makes an attack roll against you, you may use your Reaction and spend 1 Ki Point to distort space with overlapping planar murmurs.

The attacker makes the attack roll with disadvantage.

If the attack misses you, you regain the Ki Point spent.

You can use this feature once per turn.

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