Base Class: Monk
Adherents of the Way of the Inevitable Flux train and focus on the invisible strings that pull one towards their Destiny. In a sort of duality of purpose, these monks work to make sure that each creature that they come across towards the intended destiny that causality has for them while also manipulating these strings of causality to benefit the World and the people in it. Causality also has physical aspects involved in it as well and as a monk grows in their understanding of the Flux they begin to gain the ability to manipulate these aspects of the Flux as well, namely Gravity and momentum. At its culmination, an adherent of the flux is both in harmony with the flow of causality around them while also embracing the strings of causality that benefit them while avoiding those that could be catastrophic while continually being a beacon of calm and certainty amidst the flow of chaos of both life and battle.
Witness the Flux
Beginning at 3rd level when choosing this tradition, you can begin to see and avoid certain unfavorable strings of causality and embrace those favorable to your goals. When you awaken from a long rest roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these Flux rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each Flux roll can be used only once. When you finish a long rest, you lose any unused Flux rolls.
Flow with the Flux
At 6th level, you have begun to attune your body to the physical aspects of the Flux and your movements in combat begin to reflect this. You gain the Mobile feat and in addition, if you spend a Ki point on your turn then you gain a +2 bonus to your armor class unless Surprised, stunned, helpless, or paralyzed.
Stem the Flux
Beginning at 6th level, you’ve undergone basic training with manipulating the Flux, teaching you how to first stem the flow of causality around them. By successfully hitting a creature with your flurry of blows you can expend an additional ki point to prevent that creature from taking reactions until the beginning of your next turn. For this ability to take effect the creature must fail a Charisma Saving Throw against your DC.
Manipulate the Material Flux
Starting at 11th level, you’ve honed your personal attunement to the Material Flux that you begin to manipulate the Flux around yourself or an object. By spending two Ki points you may cast Levitate or Catapult with your Wisdom modifier as your spellcasting modifier.
Stem the Flux (Additional)
You gain an additional ability by spending two ki points to Stem the Flux as a part of your flurry of blows to make your target roll a Charisma saving throw against your DC. On a failure that creature gains one point of exhaustion as you limit their ability for the flux to guide their unconscious mind towards a favorable thread of causality for them.
Sever the Flux
Upon reaching the 17th level, you’ve gained the knowledge to temporarily sever a creature from the Inevitable Flux. By spending 3 ki points on a hit during your flurry of blows the creature must roll a Charisma saving throw against your DC. On a failure that creature's speed is reduced to 0, its dexterity bonus is denied to its AC, and the associated strength or dexterity bonus for an attack is denied to its attack bonus.
Embrace the Inevitable
You gain expertise in the Insight skill and your daily portent roll increases to four die rolls instead of two.
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