Base Class: Monk
The travelers will to adventure and interest in the secrets of the universe lead them to the primordial power of Graviturgy. Though not as proficient as its ancient wilders, travelers place an emphasis on freedom of movement and augmented combat, running and jumping with the speed of wind, striking with the force of a falling star.
Augment Gravity
Beginning at 3rd level when choosing this tradition, you can increase or decrease your personal gravity. Increasing your gravity will triple your weight and give you an advantage on strength checks and saving throws. You cannot be moved against your will while in this state. This lasts as long as you are concentrating. Decreasing your gravity will half your weight and place you under the effects of the feather falling and jump spells. You have advantage on dexterity checks and saving throws. You do not need concentration for this feature. Under the effects of decrease gravity you do not need to be moving to make a running long jump or high jump.
Apply Gravity
When applying augment gravity to other creatures the same effects take place without the increase in strength or dexterity. When applied to objects the object either becomes unliftable or floats without gravity
you can you this feature 3 times per long rest. The number of times you can use those feature increases by one every 2 levels.
Inversion
At 6th level, you can walk, run or sleep on walls and ceilings
Eyes and ears of adventure
From various travels you have a deep understanding of different cultures and their languages.
At 11th level You can now understand and read any language though you can’t speak it
Falling star
Although travelers value discovery more than anything, with the perils of adventure, self defense is. A must have
At 11th level Leap 30 feet above your target and come crashing down with the force of a falling star dealing 2d10 damage to the target and an additional 1d8 to any enemies in a 10 ft radius.
The damage is increase by 1d10 or 1d8 every level after. The radius is also increased by 5 ft every level.
Almighty Pull
Once you reach level 17 Pull all creatures within a 100 ft radius towards you or a point of your choosing also within 100 ft. If other objects are also pulled in the creatures take 1d6 damage for every object pulled. If a weapon is pulled the creatures take the damage of the the weapon
Almighty push
At level 17, Push all enemies way from you within a 100ft radius to the edge of the radius. If the hit an object or a surface they take 1d10 bludgeoning damage this push can be directed in a single direction
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