Base Class: Monk
Monks of the way of absence utilize anti magic and magic disrupting techniques to bring casters down to a floundering, wailing state that they have not the tools to find themselves a way out of. fighting fish by taking away the lake.
Level 3: Null Mark
As part of your movement on your turn, you may spend 1 ki to leave a Null Mark on any square you pass through. A Null Mark is a faint dead zone of anti-magic seeping up through the surface. You may place as many marks as you want during a single movement, limited only by available ki. Null Marks persist until your next long rest or until detonated. There is no cap on active marks. You may not create multiple marks in one square.
Detonate mark (Bonus Action)
You detonate any number of your active Null Marks simultaneously. Each creature within 10 feet of any detonated mark must make a Constitution saving throw (DC 16). On a failure, the creature is Disrupted: it cannot cast spells or use magical abilities until the end of its next turn, and takes 2d8 force damage. On a success, the creature takes half damage and is not Disrupted. The squares containing detonated marks are cleared. Null Marks do not deal area damage on their own, only when detonated
Level 3: Null Strike
When you hit a creature with a monk weapon or unarmed strike, you may spend 1 ki point. The target must make a Constitution saving throw (DC 16). On a failure, the target cannot cast spells or maintain concentration until the END of their next turn. They are not stunned. They are fully mobile and aware. They simply reach for the magic in their body and it is not there. On a success, the target's next spell costs one additional spell slot level to cast as the magic fights through interference. Against non-casters, a failed save instead suppresses the magical properties of one item they are holding or wearing (their choice) for the same duration.
Level 6: Slip Between
As a bonus action, you may teleport between two Null Marks within 60 feet of each other, appearing in an unoccupied space adjacent to the destination mark. You may do this once per turn.
Level 6: Negative Feedback
When a spell targets you or originates within 10 feet of you, you may spend 1 ki as a reaction. You absorb a fraction of the displaced magic and immediately deposit a Null Mark in your current square or any square within 5 feet of you. This does not reduce the spell's effect on you, it simply harvests the overflow.
Null Convergence
When you Detonate, you may spend 1 additional ki to extend the disruption radius to 40 feet from each detonated mark instead of 10 feet. Creatures that fail their save take 4d8 force damage and are Disrupted until the end of their next turn. Creatures that succeed take half damage and are not Disrupted.
Level 11: Residual Trace
Your Null Marks now persist for 24 hours instead of until long rest. In non-combat contexts, you can read your own old marks to reconstruct a rough impression of what occurred in that space since you last passed through, emotional temperature, number of creatures, whether magic was used. The DM determines fidelity. This is the detective half of the kit.
Level 17: The Absence.
You become the field. For 1 minute, a 60 to 100 foot radius sphere (your choice, up to 100 ft) centered on you becomes an antimagic field as per the spell. You are unaffected by this field. You do not suppress it by moving. Every Null Mark within the field's radius detonates simultaneously when you activate this ability, triggering Detonate against all creatures in their respective radii before the full field comes online. Once the field is active, new marks cannot be placed, but Null Strike and Dead Zone still function as they are not magical in origin, they are the absence of it. When the effect ends, every square you occupied during the minute becomes a Null Mark. You may cast this once per long rest.
Previous Versions
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5/8/2026 12:46:46 AM
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