Way of Void (5e Subclass)
The Way of Void
'Kong the Monk', The Void changes you, even when you try and stop it. |
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, as a bonus action, you can spend 2 ki points to cast misty step, resistance or phantasmal force without using any material components. Gain +2 to your current Wisdom score and maximum Wisdom scores.
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. All mental spell effects have no effect on you and any attempt to reduce your Wisdom and Intellect scores instead rebound on the attacker.
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, for one action you can activate "Presence of Madness". The skill itself costs no ki points but each point added deals 2d10 psychic damage within a 30-foot circle. There is no limit to the maximum amount of ki points that can be added. Allies can be chosen not to be targeted. Everyone targeted must succeed a wisdom save with a DC= proficiency+Wisdom Modifier+10 to take half damage. Madness is applied if enough damage from the "Presence of Madness" feature is dealt to a creature.
- If a creature takes 50 or more damage to its hitpoints 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.
Every turn after their next turn, they may roll to temporarily break free of the effects and each time they fail the DC is permanently reduced by 1 until they succeed. At the end of combat, the effects come back. Also, all features related to this subclass except the Unnatural feature have their ki costs reduced by 1.
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