Way of Void (5e Subclass)

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The Way of Void[edit]

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'Kong the Monk', The Void changes you, even when you try and stop it, [[1]].

Through silent meditation and countless hours of deep comprehension, a monk is able to glimpse through the veil of dimensions and see the void. What he sees changes him forever.

The void is the space between the dimensions, stretching out to infinity yet at the same time squished flat by its neighboring dimensions. By comprehending the void, the laws of physics are broken. This is the power of the void.

The power of the void is a useful tool in the right hands, but if misused can warp one's body, one's mind, and even one's soul.

Altered

"I understood things in ways I never thought possible."

By comprehending what you've seen, you gain an unnatural propensity in applications. Starting when you choose this tradition at 3rd level, before or after you make a skill check you can spend 1 ki point to roll a die, adding the result to the skill check. The die changes as you gain monk levels, as shown in the Martial Arts column on the Monk table.

Distorted

"Through change, we ascend."

At 6th level, you can spend 2 ki points to cast misty step or phantasmal force without using any material components.

Warped

"Do we truly exist or are we simply figments of our own imagination?"

Through your connection with the Void, your essence has warped becoming ephemeral by your choosing. At 11th level, as a reaction when you are the target of an attack, you can spend 2 ki points to have that attack be made with disadvantage. If the attack misses, the next attack made against you within the next minute is also made with disadvantage. This continues until an attack hits you or 1 minute passes without you being attacked.

Additionally, your Intelligence, Wisdom, and Charisma scores cannot be lowered by any means.

Unnatural

"I have become part of the Void, and it a part of me."

The Void has touched your soul and now your very presence can drive others mad. At 17th level, you can use an action to welcome the presence of madness. For the next minute, at the start of your turn, creature within 30 feet of you must make a Wisdom saving throw against your Ki Save DC, or take 2d10 psychic damage, or half as much on a success. You can spend extra ki points at the start of your turn, causing it to deal an extra 1d10 damage for every ki point you spend. If a creature takes the listed damage, they suffer the following.

  • If a creature takes 50 or more damage, they are considered to be under the effects of short-term madness.
  • If the creature takes 100 or more damage, they are under the effects of long-term madness.
  • If 150 damage is done to a creature, it is struck with indefinite madness as well as long-term Madness.

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