Way of the Ether
A Monk tradition of Ether-Rifting: short teleports, a reaction that avoids an attack, force resistance, teleporting with a companion and an extra action each turn at 18th level.
Identity
The Way of the Ether is the Monk tradition that the three elemental ways regard with suspicion. Ether-Rifting is native to the Rift, so an Ether monk works on the seam of the world instead of on any of its contents. Their halls stand where the Rift runs close to the surface, and a technique that works one season may need to be re-derived the next because the Rift moves.
Features
- L3 Ether Step
As a bonus action, you can spend 1 Ki to teleport up to 20 feet to an unoccupied space you can see. Your unarmed strikes can deal force damage instead of bludgeoning damage, and they can hit creatures on the Spirit Plane as though those creatures were fully present.
- L7 Out of the Moment
When you are targeted by an attack or a spell, you can use your reaction and spend 2 Ki to step out of its moment. You are not there when it arrives, so you take no damage and suffer no effect from it, and you reappear in an unoccupied space within 10 feet of where you stood at the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- L11 Blind Step
You have resistance to force damage, and you can see Invisible creatures and objects within 60 feet. Your teleports from Ether-Rifting techniques no longer require line of sight, as long as you have been to the destination or can describe it in detail.
- L15 Shared Step
When you teleport, you can bring along one willing creature you are touching. Once on each of your turns, after you teleport, your next unarmed strike before the end of that turn deals an extra 2d6 force damage.
- L18 Avatar of the Ether Capstone
Once per long rest, as an action, you can spend 5 Ki to slip out of the moment for 1 minute. For the duration, you can take one additional action on each of your turns, you cannot be surprised, and opportunity attacks cannot target you. Any creature that hits you must succeed on a Wisdom saving throw against your Ki save DC or be unable to perceive you until the start of its next turn.