
Subclass Spotlight: Way of the Shattered Flow (Monk) for Under the Dome
Under the Dome – Balaria | Live Play Subclass Reveal #3. The Game starts tomorrow night Sep 16th 8:30 pm EST come check us out on YouTube.
The third custom subclass in our series for Under the Dome – Balaria embodies pure unpredictability. Where some monks pursue discipline, harmony, and stillness, those who walk the Way of the Shattered Flow embrace chaos itself. Shaped by Grind resonance, warped by chaos storms, or trained in broken monasteries that flicker between moments, these monks don’t strike in patterns—they strike in distortions.
The Artificer subclass can be found here. The Bard Subclass can be found here.
Their movements appear erratic, even impossible, until the moment they land. Each blow is a ripple through reality, each step a fracture in time.
“Stillness is a lie. The world moves, breaks, reforms—and so do I.”
The Shattered Flow
The Shattered Flow monk is a fighter of entropy. They treat the battlefield like a shifting current, slipping through cracks in perception and leaving enemies stumbling through fractured time. Rather than finding peace, they find momentum in chaos—channeling it into techniques that bend both body and reality.
This subclass is built for players who want high mobility, disruptive combat tricks, and a style that keeps enemies constantly off-balance.
Subclass Features
Disruption Style (3rd Level)
Your martial arts distort more than muscle and bone—they ripple through thought, balance, and space.
When you use Flurry of Blows, you may replace one of your unarmed strikes with a Disruption Strike. The target must succeed on a Dexterity saving throw (DC = 8 + Prof + Wisdom mod) or suffer one of the following effects (your choice):
- Unraveled Movement: Their speed is halved until the start of your next turn.
- Reality Slip: They cannot take reactions until the end of their next turn.
- Time-Lagged: They must roll 1d4 and subtract it from their next attack roll or saving throw.
You can use one Disruption Strike per turn, and no more than Wisdom modifier uses per long rest (minimum 1). At level 11, this no longer has a use limit.
Chaos Step (3rd Level)
You’ve learned to flow through unstable space.
As a bonus action, you can spend 1 ki point to teleport up to 20 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks.
If you appear adjacent to a creature, your next melee attack against that creature before the end of your turn is made with advantage.
Fracture Palm (6th Level)
Your strikes now leave a resonant echo in the target’s body or mind.
When you hit a creature with an unarmed strike, you can spend 1 ki point to inflict a fracture, which lasts for 1 minute or until healed. The fracture causes one of the following:
- The creature takes additional damage equal to your Martial Arts die the next time it is hit by a melee attack (any attacker).
- The creature has disadvantage on concentration checks for the duration.
- The creature’s movement triggers a chaotic echo: when they move voluntarily, they must succeed on a Dex save or take 1d8 force damage.
You may have up to two fractures active at once. Reapplying one replaces an earlier.
Flicker Form (11th Level)
You have mastered the art of broken flow, existing between split seconds.
As a reaction to being hit by an attack, you can spend 2 ki points to flicker:
- You take only half damage,
- Teleport 10 feet to an unoccupied space,
- And become invisible until the start of your next turn or until you attack.
This can be used once per round.
Temporal Breakpoint (17th Level)
You learn to rupture time briefly with your body’s flow of motion.
As an action, you may spend 3 ki points to create a temporal fracture in a 10-foot radius centered on you for 1 minute (concentration).
- Hostile creatures within the radius must roll a d4 and subtract it from all attack rolls and saving throws.
- Your movement within the zone does not provoke opportunity attacks, and you may move through enemy spaces.
- When you use Flurry of Blows while in the zone, you may make 3 unarmed strikes instead of 2.
You can use this feature once per long rest, or by expending 5 ki points to do so again.
Why the Shattered Flow Fits Balaria
Balaria is a city of chaos wrapped in order: a dome-bound society where storms of magic still echo through history. The Shattered Flow monk is the embodiment of those storms—a living reminder that entropy cannot be contained. In a campaign of intrigue, such a monk might be the unpredictable edge in a duel, a bodyguard no assassin can track, or a destabilizing force in the midst of negotiations.
For the player, this subclass promises mobility, disruption, and theatrical flair—a martial artist whose style is as breathtaking to describe as it is to play.
Three Revealed, Three Remain
We’ve now revealed half of the custom subclasses designed for Under the Dome – Balaria:
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The adaptive Symbiotic Engineer (Artificer)
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The elusive Operative of the Hollow Veil (Rogue)
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The chaotic Way of the Shattered Flow (Monk)
Three more remain. Each will bring a new lens on Balaria’s tangled politics and fractured realities. Next, we’ll turn to an oathbound warrior whose loyalty is not to gods, but to causes.
The Dome closes tighter. The Flow shatters further.
Thanks for reading. Until Next Time, Stay Nerdy!!
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