Base Class: Monk
Inclination to the Infinite
The weaver is often polarized into two major mindsets: the oneness of all things or the affect one has on all things. Those who spend time examining the physical nature of life begin to intelligently understand how physical interactions function and their dynamic laws. Those weavers who focus on the interaction of all things see life like a symphony, each creature playing their individual role in life like an orchestra playing a song. Alternatively, other weavers will focus on how life, like an orchestra, can be influenced by an individual like a chaotic system of interacting variables. Being exclusive to no specific race, the gravity weaver is born from an intense attention to the energy within matter. This attention can be born from an enriched environment that encourages one to focus on physics or how matter interacts. Because of this, the races that are more privileged than others are more likely to become a weaver. Races such as humans, high-elves, and dwarves are the most common. However, spending time with matter itself can be found within nature. These beings are typically the most isolated. For example, a Svirfneblin, spending a lot time alone in Underdark cave systems, can begin to sense and feel a connection to the energy around them. Consequently, the weaver will reflect this polarization in their social lives by either striving to be an inspiration to all things around them or retreating inwards and only taking action when they feel that their will is necessary. In either case, the weaver is often not inclined to lead but would rather see the union of all things: whether it be harmonious or selfish.
Orbit
Beginning at 3rd level when you choose this architype, you can use a bonus action to add a small object to orbit around you. The number of objects that can orbit you are limited to a number equal to your Wisdom modifier. The object must be within your field of movement available.
Also as bonus action, you can shoot an object from your orbit by making a ranged attack roll. Your ranged attack will use your wisdom mod for the attack bonus. If successful, the damage is equal to the appropriate type of the objects as well as an extra 1d4 force damage. This damage is increased by one extra die and die size when you reach 5th level (2d6), 11th level (3d8), and 17th level (4d10). This attack does not have disadvantage for being within 5ft. If you use an action to attack, you may regain another small object into your orbit. The object must be within your field of movement available. You cannot regain objects if you use this feature as a bonus action. The range in which you can attack and gain objects is equal to 30/120ft.
Audible Relations
Also known as the Decilist, this weaver has focused on the energy transmission through the air. You are attuned to all sounds around you.
You gain the following benefits:
Use an action to create harmless, instantaneous sounds
Use an action to boom your voice up to three times as loud as normal for 1 minute.
Immunity from being deafened Proficiency in perception if you do not already have it.
You learn to cast the Thunderwave spell using 1 Ki Point to do so
Deafening Blast
At level 3, you can spend 1 Ki Point to unleash a deafening blast of energy towards a target of your choice. Make a ranged spell attack. If hit, the target is deafened until the end of your next turn. They will also take 2d8 force damage. This damage increases by 2d8 at level 5 (4d8), at level 11 (6d8), and at level 17 (8d8). At level 6, you may add your intelligence modifier to your damage.
Center Of Gravity
At 6th level, your center of gravity gives your unarmed strikes a significant boost in strength, amplifying the output of energy in your attacks.
Your unarmed strikes will do 2d6 force damage. This damage is increased by 1d6 when you reach 11th level (3d6), and 17th level (4d6).
You gain the following benefits while you are unarmed and not wearing armor or wielding a shield:
You have advantage on any checks to not fall prone.
Your movement cannot be magically affected.
You are resistant for force damage
Trasbeing
At level 11, you have mastered the energy within your body.
You cannot be stunned or paralyzed.
vision is no longer necessary to you as you gain Blindsense.
you may use 2 Ki points to cast the Silence or Pass without a trace spell.
Sonic Boom
At level 17, you can use an action to spend 4 Ki points to explode a sonic boom, centered from you and reaching within your field of movement. All things of your choice in this range must roll a constitution saving throw. On a failed roll, all targets suffer 11d6 force damage and are rendered paralyzed until the end of their next turn where they can reroll the saving throw. On a successful roll, half damage is taken
DC equal to 8+wisdomMod+proficiencyBonus







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