Way of the Void

Some creatures who witnessed certain horrors, or who tasted the greatest of pleasures, always feel an emptiness that festers inside them. For Monks who follow The Way of the Void, this emptiness is the only truth in this life. Anger, hate, agony, sadness; none of it matters when you embrace the nothingness. Your power doesn’t have to come from a divine source, from a ritual, or some sort of training. Everyone has a void inside them, some form of nothingness…. What matters is that you become aware of it to use it to your advantage.

Nothing Remains

When you choose this tradition at 3rd level, you realize nothing is as powerful as everything. Everything that exists is limited by their own nature. This is a fact that even certain gods are not aware of. But you know that when you become nothing, you have the power and the freedom to become everything.

Emptiness and nothingness fill your body and soul and your body stops existing from time to time. You can increase your AC until the end of your next turn. This increase is equal to the ki points you spend.

If your AC exceeds 25 because of this ability, you must succeed on a DC 15 Wisdom saving throw or are wiped out from all existence for a time. Your DC increases by 5 each time you succeed this Wisdom saving throw until you finish a long rest. You reappear 1d4 hours later in a random unoccupied space within 10 miles of the point from which you vanished. This space is determined by the GM randomly. You take a -4 penalty to all attack rolls, saving throws and ability checks. After you finish a long rest, the penalty is reduced by 1 until it reaches 0. Look into the void and let the void take you.

Nothing Stands

At 6th level, your perception of the world you are in changes as you venture further into the void. If nothing exists, there is no obstacle that can block your path. You can spend 3 ki points to pass through a solid surface like a wall or a door. You can spend 4 ki points, to pass through living creatures. If you end your turn in a solid material, you take 4d8 force damage, and if you end your turn in a creature, both you and the creature take 4d8 force damage. Either way, you are shunted to the nearest unoccupied space after you have taken damage. Also, gravity and distances are relative for you. When you use the Slow Fall feature, you take no falling damage.

Nothing Lasts

At 11th level, your touch can touch the very existence of the creature. You can choose one of the following to alter your abilities further:

  • You can add 2 additional ki points to Flurry of Blows cost and deal 1d6 necrotic damage on each hit.
  • You choose a spellcaster within 10 feet of you and you cut its connections to its source of power by spending 5 ki points. Target creature must succeed on a Charisma saving throw against your Ki save DC or can’t use its spells for 1d4 turns. However, it can keep concentrating on spells that it already cast.
  • When you use the Deflect Missiles feature to catch or deflect an incoming missile, instead of making a ranged attack immediately, you can spend 2 ki points and erase the missile from the face of existence. Within 1 hour, you can use your reaction to summon any number of missiles you annihilated and use it/them to make a ranged attack. Every missile deals 1d4 piercing damage. You can annihilate a maximum number of missiles equal to your Monk level in this way.

Nothing Happens

At 17th level, you can manifest your inner emptiness. As an action, you can choose a point within your line of sight that is within 90 feet of you and create a large black hole centered on the point for a number of rounds equal to your proficiency bonus. Once you use this feature, you need to finish a long rest to use it again.

The black hole sucks all light within a 60-foot radius centered on its point of origin. Bright lights turn into dim light and dim lights diminish completely within the area. The hole also sucks everything within 60 feet of its origin point, including creatures.

Every creature must make a Strength saving throw against your ki save DC. On a failed save, the black hole pulls the creature 20 feet towards itself or 10 feet on a successful one. If a creature with less than 30 hit points touches the black hole, the creature is vaporized and its body and soul are now in the void, meaning nowhere. If a creature is vaporized by this way, it cannot be revived by any means short of a true resurrection or wish spell. If a creature has more than 30 hit points, it takes 8d6 force damage when it touches the black hole and it is pushed 20 feet away from it.

You can:

  • Spend 1 ki point to stand within the black hole’s area without being affected by it until the end of your next turn.
  • Spend 2 ki points as a reaction to protect a creature within 20 feet of you from the black hole’s effects until the end of your next turn.
  • Spend 10 ki points to move the black hole 20 feet.

GM Tip

If you want, you can assign damage types to the creature the worn skin comes from as follows: wearing the skin of an aberration grants you the ability to deal acid or poison damage; angel skin grants you the ability to deal fire damage; fiend skin grants you the ability to deal fire or poison damage. Although this may not change the mechanics of the gameplay drastically, it may add a bit more flavor.

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