Base Class: Monk
A Chasm-Bound Vanguard is a fighter infused with unstable energy from beyond reality, their body acting as both conduit and prison for a power never meant to be contained.
Their strikes hit with unnatural force, and wounds that should end them are forced closed through sheer will. But every surge of power comes at a cost. The energy within them lashes back, bleeding through in bursts of pain and destructive force.
In battle, they walk a razor's edge between control and collapse, growing dangerous the longer they fight. Some struggle to contain it. Others let it consume them.
Level 3: Resonant Blow
Your body channels volatile energy that enhances your strikes.
Once per turn when you hit a creature with a melee attack, you deal an extra 1d8 force damage.
When you deal this extra damage, roll a d6:
1-2: You take 1d6 force damage
3-6: No effect
Level 3: Internal Stabilization
You can force the energy inward to keep yourself standing.
As a bonus action, you regain 1d10+ your Constitution modifier hit points hit points.
Uses: Proficiency Bonus per long rest
After using this feature, you cannot take a bonus action on your next turn.
Level 3: Backlash
You are not built to contain this power. The energy you wield does not flow cleanly. It fractures, lashes and recoils against its vessel. Each time you force it outward, there is a chance it turns inward, striking you with the same violent force.
When using Chasm abilities roll a d6:
1-2 You take 1d6 force damage
3-6: No effect
Level 6: Fractured Impact
Your strikes destabilize your target at a fundamental level.
Once per turn when you deal damage with Resonant Blow, the target takes an additional 1d10 force damage.
If you roll a 1 on your Backlash die, the instability surges:
You take an additional 1d6 force damage.
Level 6: Unstable Reinforcement
You can harden your body in response to incoming harm.
When you take damage, you can use your reaction to reduce it by 1d12+ your Constitution modifier.
Level 6: Unstable Discharge (Backlash)
The same volatile energy you use to reinforce your body can rupture under stress. When you use Unstable Reinforcement, that power may lash outward, releasing a burst of force that damages you and nearby creatures.
You and each creature within 5 feet take 1d6 force damage.
Level 11: Containment Breach
Once per long rest, you release the energy within you in a violent eruption.
As an action, creatures of your choice within 20 feet must make a Dexterity saving throw:
Failure: Take 8d10 force damage
Success: Half damage
The area becomes difficult terrain until the start of your next turn.
Cost: After using this feature, you take 2d10 force damage.
Level 11: Containment Breach (Backlash)
After using Containment Breach, take 2d10 force damage.
Level 17: Full Breach State
You stop holding energy back and survive the consequences.
As a bonus action, you enter a Breach State for 10 rounds:
Your melee attacks deal an extra 1d10 force damage.
You have resistance to bludgeoning, piercing, and slashing damage.
You have advantage on Strength and saving throws.
Unstable Core:
At the end of each of your turns, you take 1d6 force damage (Backlash).
Level 17: Total Breach State Damage
During Total Breach State, your melee attacks deal an extra 1d10 force damage.
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