Monk
Base Class: Monk

The Way of the Dying Star is an enigmatic Monastic Tradition steeped in the cosmic mysteries. Through intense discipline, monks who devote themselves to the teachings learn to influence the ebb and flow of things, moving effortlessly through space. Mimicking the natural movement of all things, they learn to harness the pull of celestial bodies, channeling the immense force of gravity in their strikes and movements. Embracing the inevitability of cosmic decay, they discipline themselves with a worldview centered around nihility, and their techniques focus on disrupting their enemies' defenses and embracing the void with each swift strike. There are legends of revered masters from this tradition, individuals said to be able to command the forces of the universe and align themselves with the solemn majesty of the stars.

Shackling Strike

When you choose this tradition at 3rd level, your peculiar martial arts training leads you to master the use of certain weapons and to align yourself with gravitational pulls to restrict your enemies unleash devastating blows.

You gain proficiency with the net and the whip if you don't already have it, and they are treated as monk weapons for you (you still deal no damage with the net). You can also use a chain (10 feet) as a monk weapon. When the chain is used this way, it is a melee weapon with the reach and two-handed properties, and it deals bludgeoning damage equal to your Martial Arts die.

Whenever you hit a flying, levitating, or otherwise airborne creature with a melee monk weapon or an unarmed strike, you can spend 1 ki point to force it to make a Strength saving throw. On a failure, its speed is reduced to 0, and it begins falling.

Additionally, once per turn when you inflict the grappledprone, or restrained conditions on another creature, you can  make an unarmed strike against that creature, requiring no action.

Violent Vortex

Starting from 3rd level, you can briefly manipulate the gravitational pull around you as an action. Each Large or smaller creature within 10 feet of you other than you must succeed on a Strength saving throw or take force damage equal to two rolls of your martial arts die and be affected by one of the following effects:

  • It is moved up to 10 feet in a direction of your choice;
  • It falls prone;
  • It has its speed reduced to 0 until the start of your next turn.

On a successful saving throw, the damage is halved.

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. While you have no uses available, you can spend 2 ki points to use this feature again.

When you reach 11th level, the damage increases to three rolls of your martial arts die, and you can affect Huge or smaller creatures.

Grounding Guard

Starting at 6th level, you can harness the gravitational pull on your own body to firmly maintain your stance. As a reaction when you would be moved against your will, you can spend 1 ki point to anchor yourself in place. If you do, until the end of your next turn, your speed becomes 0 and you can't be moved or knocked prone.

Astral Ascent

Also starting from 6th level, you learn to use opposing gravitational attractions to your advantage, allowing you to stride and glide across greater distances.

When you use Step of the Wind, you can spend 1 additional ki point to triple your jump distance instead of doubling, and you can add your Wisdom modifier to the distance calculation.

Divine Descent

Starting at 11th level, you’ve learned to harness the force of your fall, deftly controlling and channelling it into your techniques. You gain the following options for Slow Fall:

Cruising Comet. When you use your reaction to use Slow Fall, you can also glide in the air, moving horizontally up to a distance equal to your movement speed. This movement provokes attacks of opportunity.

Additionally, you can spend 3 ki points to also break others' fall, dividing the damage reduction granted by Slow Fall to a number of creatures equal to your Wisdom modifier (minimum of one) that you can see within 30 feet of you. You don't need to be falling with them to use this.

Calamitous Comet. When you would fall from 20 feet or higher, you can use your reaction to increase the force of your fall instead of using Slow Fall, descending on your foes with the power of a falling star. When you reach the ground or any surface you can stand on at the end of your fall, you take twice the amount of damage you would normally take from your fall, and each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, affected creatures take force damage equal to two rolls of your Martial Arts die plus thunder damage equal to two rolls of your Martial Arts die and, are pushed 20 feet away from you. On a successful save, affected creatures take half damage and aren't pushed.

Additionally, you can spend 3 additional ki points to further disturb the flow of gravity. If you do, choose a number of Large or smaller creatures equal to your Wisdom modifier (minimum of one) from the ones who failed the saving throw. The chosen creatures must succeed on an additional Constitution saving throw or begin rising 20 feet from the ground and be suspended there instead of being pushed away (as if affected by the Levitate spell). Creatures suspended this way are considered grappled, have disadvantage on saving throws made to resist your Violent Vortex feature, and they begin falling at the start of your next turn.

Inevitable Implosion

Your body have become exceptionally attuned to the subtle yet ever-present flow of cosmic energy around you, and your mind have fully embraced the inevitable end of all things. As an action, you can spend 5 ki points to generate a strong gravitational pull centered on you. Each Huge or smaller creatures, as well as objects that are not being carried nor worn within 30 feet of you must succeed on Strength saving throw or be pulled towards you.

You can then make a special unarmed strike with advantage to transfer the center of the increasing gravity on your target, causing it to collapse from within. The target of your attack takes the normal damage of your unarmed strike and must make a Constitution saving throw. On a successful save, it takes 3d10 force damage, its speed is reduced by half, and it has disadvantage on Constitution saving throws made to maintain concentration until the end of your next turn. On a failed save, for the next minute, its speed is reduced to 0, it can't take reactions and can't concentrate on spells or similar effects, and it takes an additional 2d10 force damage at the end of its turns.

An affected creature can repeat the saving throw at the end of its turns, but it gains one level of exhaustion for every failed saving throw beyond the initial one. Constructs take double damage from this special attack and become restrained instead of gaining exhaustion. Objects automatically fail the saving throw and take maximum damage.

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