Base Class: Monk
Through intense training in gravity rooms or with weighted clothing attached to them, gravity warriors put strain on the Z coordinate axis in three dimensional space to empower themselves and achieve incomparable martial prowess in normal gravity conditions. Gravity warriors are able to channel their energy in various ways, akin to the most powerful magical spells. Because of this power, they seek fair combat, never hiding themselves as they believe it is the only way to improve themselves. Work hard, study well, eat your fill, and sleep plenty are the tenants of a gravity warrior.
Level 3: Gravity Training
Starting when you choose this tradition at 3rd level, you learn new ways to use your focus points to perform martial arts techniques and embrace fair combat. You forgo the use of any weapons in your hands, unable to add your proficiency modifier to any simple or martial weapon attack, or apply poison to your attacks. If you are hidden or attacking from a hidden position, your attacks are at disadvantage. Your tenants of martial arts forbid you to even enhance your unarmed strikes with unnatural weapons and items like brass knuckles, knuckle dusters, or improvised weapons (wondrous items that magically improve your unarmed strikes are fine, such as insignia of claws). In exchange, your martial arts die is doubled for attacks, and you gain access to energy techniques to activate with focus points. Some techniques have you casting or learning a spell. Wisdom is your spellcasting ability for them and require no components. They have the same Save DC as your Monk's Focus DC, and their spell attack is your wisdom modifier plus your proficiency bonus.
Energy Sensing
For 1 focus point, you can add your proficiency bonus to your initiative roll as a reaction. Alternatively, you can spend a focus point to cast the Detect Life (homebrew) spell without material components.
Energy Blasts
You learn the eldritch blast cantrip.
Energy Beam
For 3 focus points, you can channel your energy from your Z axis into a concentrated beam 100ft long and 5 feet wide at a direction your choose as a special action. Each creature in the line must make a dexterity saving throw. On a failed save, a creature takes radiant damage equal to six rolls of your martial arts die or half as much on a sucessful one.
You can expend additional focus points when you activate this beam. Every focus point spent this way increases the beam's damage by two rolls of your martial arts die. You can spen 1 additional focus point at 6th level, 2 at 11th level, and 3 at 17th level. Alternatively, you can hold onto the beam, you can use your action each turn after you hold onto the beam to charge it without expending focus points to it.
After Image
For 1 focus point, you can cast the mirror image spell.
Solar Flare
For 2 focus points, you can cast the blindess/deafness spell with no components, except it can only give the blind condition. You can also target magical darkness and dispel it if is from a spell.
Level 6: Otherworldly Training
At 6th level you've started to unlock access to other planes with your gravity training, having to go off world in order to feel the effects of even stronger gravity. You gain resistance to bludgeoning damage and start learning transformations.
King of Gravity Fist
For 2 focus points you can activate a transformation that emits a colored visible aura. You can't take the hide action at all while it's active. As a bonus action, for a duration of one minute, until you fall unconcious, or you choose to end the technique as a bonus action, you gain the following benefits (does not stack with other transformations).
- You gain a bonus to damage rolls equal to half your wisdom modifier (rounded down).
- You gain a +1 bonus to AC.
- You have advantage on dexterity saving throws.
Immediately after this technique ends, you must succeed on a constitution saving throw against your spell save dc or suffer one level of exhaustion.
Power Up!
For 1 focus point, you can cast the Magnify Gravity spell. The spell is centered on yourself and affects all creatures in range excluding you.
Divine Energy Sensing
Whenever you roll for initiative, you can add 1d8 to initiative rolls.
Custom Technique 1
You learn of a spell from the sorcerer, warlock, bard, or cleric spell list. The spell is between 1st and 3rd level and must deal damage after they have been cast. The focus points required to cast the spell is equal to the spell's level.
Level 11: Super Transformations
At 11th level, you gain the ability to fly equal to your walking speed. More techniques are available to you, and you learn of another transformation as your own unique fighting style begins to take shape.
Potential Unlocked
For 5 focus points you can enter a state of your peak potential. An aura of your color choosing emits around you and your hair color changes style as the flow of gravity is manipulated. As a bonus action, for a duration of one minute, until you fall unconcious, or you choose to end the technique as a bonus action, you gain the following benefits (does not stack with other transformations).
- You gain a bonus on damage rolls equal to your wisdom modifier.
- Your speed is doubled.
- You gain a +2 bonus to ac.
- You have advantage on dexterity saving throws.
Immediately after this transformation ends, you spend your next turn unable to take actions as a wave of lethargy hits you.
Instant Transmission
For 7 focus points you can cast Teleport and/or Plane Shift.
Hellzone Grenade
For 3 focus points, you can cast the Pulse Wave spell.
Custom Technique 2
You learn of a spell from the sorcerer, warlock, bard, or cleric spell list. The spell is between 1st and 5th level and must deal damage after they have been cast. The focus points required to cast the spell is equal to the spell's level.
Level 17: Zenkai Boost
At 17th level, you unlocked the power of the Zenkai boost. If during combat you spend at least one turn at 0 hit points and regain hit points afterward before dying, you gain a flat bonus to all checks, attacks, damage, and saves equal to half your character level for the next hour. Once your zenkai boost is used, you can't use it again until you finish a long rest.
You have also reached the end of your gravity training, being unaffected by the gravity in any environment, immune to graviturgy and chronurgy spells unless you choose to be, and learn your ultimate techniques.
Ultra Instinct
For 7 focus points you can enter a state of your peak potential. An aura silver-colored dim light emits around you and your hair color changes to a silver white color as well as your eyes. As a bonus action, for a duration of one minute, until you fall unconscious, or you choose to end the technique as a bonus action, you gain the following benefits (does not stack with other transformations).
- You gain a bonus on damage rolls equal to your wisdom modifier.
- You gain a bonus on damage rolls equal to half your proficiency modifier in d4s, rounded down.
- Your speed is doubled.
- You gain a bonus to ac equal to your proficiency modifier.
- You have advantage on dexterity, constitution, and strength saving throws.
- All unarmed attacks you make have advantage.
- All attacks against you have disadvantage.
Custom Technique 3
You learn of another spell from the sorcerer, warlock, bard, or cleric spell list using your wisdom modifier as your spellcasting ability. The spell is between 1st and 7th level and must deal damage after they have been cast. The focus points required to cast the spell is equal to the spell's level.
Assassination Time-Skip
For 6 focus points, you can cast the Temporal Shunt spell at 6th level.
Big Bang Energy Beam
For 8 focus point, you can cast the Dark Star spell.
Gather Energy
Finally, you learn how to regain energy during battle. You can use an action, and not use your bonus action, to regain Focus Points equal to a roll of your Martial Arts die. You can do this as many times as your proficiency modifier per long rest. You cannot gather energy when in a transformation.
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