Way of Infinite Worlds (5A)

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This is a Monk monastic tradition for 5A.

Monks who follow the Way of Infinite Worlds believe that all planes and all beings are interconnected and that enlightenment is only possible through experiencing every facet of existence. Monks of this tradition embark on pilgrimages that take them beyond the Material Plane and into the Inner and Outer Planes. Many monks who study the Way of Infinite Worlds attempt to travel to each plane at least once during their lifetimes. Completing this pilgrimage is a significant step along their personal journey to enlightenment.

Such planar pilgrims rarely return even if they are successful, finding fulfillment on some distant plane. This means that learning this path often comes down to reading ancient books or perhaps meeting your master only on the astral plane.

Greyhawk: Githzerai and Yak-folk pursue this path, and legends claim the Ur-Flan studied this discipline. This is a foreboding legacy to take up, and monasteries studying this discipline are likely to be hidden far from superstitious neighbors.

Subclass Features

Bonus Proficiencies

When you begin your studies of the Way of Infinite Worlds you gain proficiency in the Arcana skill.

Fist of Three Worlds

When you select this path at 3rd level, you can use your ki to empower your attacks with the very essence of the multiverse. Whenever you deal damage to an aberration, celestial, elemental, fey, fiend, or undead with an unarmed strike, you do an extra martial arts die of damage (no action required). You can only damage a creature once per turn using this discipline.

Fury of the Planes

At 6th level, you have reached a greater understanding of the nature of the multiverse and the connections between the planes and all beings. You have learned to focus your ki and turn your understanding of the planes into a weapon. You gain the ability to make a a ranged spell attack with a range of 120 feet against a creature, at will. You are considered proficient with this attack and it does force damage using the same damage die as your Martial Arts attacks. You add your Dexterity modifier to the attack roll and damage roll.

One with the Planes

Starting at 11th level, you may spend 2 ki points as a bonus action to create a connection between yourself and one of the Outer Planes. This connection allows you to infuse your body with the essence of that plane. When you activate this ability, select one of the following planes to channel—the Abyss, Elysium, Heaven, Hell, Limbo, or Utopia—and gain abilities based on the nature of that plane for one hour. You must complete a short or long rest before you can use this ability again.

  • The Abyss. When you channel the entropic power of the Abyss, you become resistant to fire, cold, and lightning damage. You also gain an aura of fire that burns anyone near you. At the start of each of your turns each creature within 5 feet of you must make a Dexterity saving throw versus your ki save DC or take your martial arts die of fire damage on a failed save. The creature takes no damage on a successful save.
  • Elysium. When you channel the Neutral Good plane of Elysium, you gain advantage on saving throws against spells and other magical effects. You are also immune to the following conditions: charmed, exhaustion, frightened, poisoned, and stunned.
  • Heaven. When you channel the powers of Heaven, you are resistant to radiant damage and immune to necrotic damage. Until this power ends, you grow a pair of feathery angelic wings and gain a fly speed of 60 feet.
  • Hell. When you channel the powers of Hell, you gain immunity to fire and resistance to poison damage. You gain darkvision to a range of 60 feet. If you already have darkvision, its range increases to 120 feet. Magical darkness does not impede your darkvision. Your melee attacks deal an additional 1d6 poison damage.
  • Limbo. When you channel the chaotic realm of the Limbo, you gain resistance to acid, cold, fire, lightning, and thunder damage as your form becomes as mercurial as the plane itself. You also gain regeneration, which allows you to regain 5 hit points at the start of each of your turns so long as you have at least 1 hit point, up to half of your maximum hit points.
  • Utopia. When you channel the powers of the Lawful Neutral plane of Utopia, you gain immunity to psychic damage and resistance to bludgeoning, piercing, or slashing damage from weapons that aren’t magical. Your form becomes unchangeable, and you are immune to any spell or effect that would change your form.

Astral Pilgrim

By 17th level, you have learned to travel the planes unfettered by your physical form. You may use the Astral Projection spell to send yourself and your companions into the Astral Plane. From there you can use Astral Color Pools (see the GM’s core rulebook) to travel anywhere in the multiverse. Once you’ve used this feature you must complete a long rest before you can use it again.

You have also learned how to tap into the very essence of the planes and use that energy to empower your unarmed attacks. You can spend 2 ki points when you make a successful unarmed attack against an aberration, celestial, elemental, fey, fiend, or undead. The creature takes 4d10 additional damage and must make a saving throw versus your ki save DC or be Banished. You must concentrate to keep the banishment going.

A creature that saves against this ability automatically succeeds on further saves against this ability until the start of your next turn.