Identity
Voidwalker monks treat the world as a stack of partially-overlapping surfaces. Their training began (so the tradition claims) on a Mythar-era observation station where the residents discovered, gradually, that with sufficient breath-discipline the station's outer hull was passable in either direction. Voidwalkers do not boast about it; the surprise of opponents is part of the technique. They are common among Aurelion ghost-corps and among Halcyion Federation strategic-insertion units, and in both contexts they are filed as 'do not deploy ahead of brief'.
Features
- L3 Step Beyond
Spend 1 Ki as part of your movement to phase your body through a single obstacle no thicker than 5 ft (a wall, a door, a Halcyion containment field of Tier III or lower, a thin Mythar-warded surface — GM's call). You emerge on the other side, using movement equal to the obstacle's thickness, and may continue your normal movement afterward. You cannot end your movement inside an obstacle (if you would, you are returned to your starting space and the Ki is not spent). You take 1 force damage per 5 ft of obstacle traversed.
- L7 Voidwalker's Eye
As a bonus action, you can spend 1 Ki to attune your sight to the etheric register for 10 minutes. While attuned: you can see invisible creatures and objects within 60 ft; you can see ethereal or partially-etheric creatures within 60 ft; you can perceive the layout of physical obstacles for 30 ft on the far side of any wall, floor, or ceiling you can see (in monochrome silhouette, no detail). You can also see Rift-active surfaces (recently channeled-on, Rift-warded, gear-active) in your normal vision out to 60 ft. The attunement makes your eyes go reflective for the duration; observers within 5 ft generally find this off-putting.
- L11 Phase Strike
Your unarmed strikes and monk-weapon strikes ignore cover. Half cover, three-quarters cover, and total cover that is no thicker than 5 ft do not impose attack penalties and do not block your line of sight for the purposes of resolving your strikes (you still need a viable path to perceive the target, which Voidwalker's Eye conveniently provides). Once per turn, when you hit a creature with an unarmed strike or monk weapon, you may spend 1 Ki to deal an additional 2d8 force damage as the strike phases briefly through their cover and them.
- L15 Etheric Passage
Once per long rest, as an action, you spend 4 Ki to open an Etheric Passage between your current location and a location you have been to and can still mentally locate (a specific room you have stood in, a stretch of corridor you have walked, a beach you remember well). You and up to five willing creatures within 10 ft of you step through the Passage and emerge at the destination. The Passage takes 1 minute to traverse on foot for those passing through; observers on either end perceive the passage as a brief opening that closes behind the last to step through. The Passage cannot cross planar boundaries the GM rules to be hard sealed (active Mythar planar locks, Halcyion strategic ward grids of Tier V, certain Continuum Crystal interfaces).
- L18 Voidwalker Ascendant
Once per long rest, as a bonus action, you spend 5 Ki to enter Etheric Form for 1 minute. While in Etheric Form: • You exist partially on the Ethereal Plane. You can move through solid objects and creatures as if they were difficult terrain (you take 1d6 force damage per 5 ft moved through a solid object). • You are invisible to creatures who lack truesight, etheric sight, or comparable detection. • You can still attack and be attacked, but attacks against you have disadvantage unless made by a creature that can see ethereal targets. • Your unarmed strikes deal an additional 1d8 force damage and can target ethereal and incorporeal creatures normally. The form ends early if you fall unconscious, are subjected to a 5th-level-or-higher banishment effect, or end it as a free action. When the form ends, you snap to the nearest unoccupied space if you are inside a solid object.