Monk
Base Class: Monk

Warriors of Graviturgy study a martial application of dunamancy, the discipline concerned with the fundamental forces of motion, mass, and gravitational influence. Rather than shaping these forces through spells, these warriors internalize them through ki, compressing their life energy into a dense, singular point within themselves. From this inner focus, they exert subtle but relentless influence over the battlefield, bending weight, momentum, and trajectory through disciplined movement alone.

As their mastery deepens, this condensed ki begins to manifest outward. Spheres of hardened gravitational force form and drift in steady orbit around the warrior, responding instantly to shifts in balance and intent. These orbiting masses act as extensions of the warrior’s will, crashing into foes, anchoring movement, or dragging enemies into precise positions with the inevitability of celestial bodies drawn toward a star.

A Warrior of Graviturgy does not rely on brute strength or overwhelming blows. Instead, they dictate the flow of combat itself. Enemies are pulled into reach, driven back from allies, or pinned in place beneath crushing pressure. Through techniques such as collapsing gravity fields and total mastery of personal mass, these warriors shape the battlefield as surely as a dunamancer shapes reality—until every opponent stands exactly where the warrior intends, caught in the inescapable pull of focused ki and gravitational law.

Gravitational Push / Pull

When you take the Attack action, you can manipulate gravity around a creature you can see by spending 1 Focus Point, choosing one of the following options:

Gravitational Pull: Before you make one unarmed strike or monk weapon attack, choose a creature you can see within 15ft of you. You pull the creature up to 15ft straight toward you, into an unoccupied space of your choice within your reach. You then make the attack against that creature as part of the same Attack action.

Gravitational Push: When you hit a creature with an unarmed strike or monk weapon attack, you can push the target up to 15ft straight away from you to a space you can see.

Kinetic Redirection

When a creature you can see enters a space within 5ft of you, you can use your reaction to manipulate its momentum. The creature must make a Strength saving throw, unless it is a willing creature, in which case it can choose to fail the saving throw.

On a failed save, you choose one of the following effects:

Momentum Halt: The creature’s speed becomes 0 until the end of the current movement. If you choose this option, you can also push the creature up to 15ft to an unoccupied space adjacent to the space it attempted to enter.

Momentum Surge: The creature’s speed increases by 15ft until the end of the current movement.

Orbiting Masses

At 6th level, you gain the ability to create 3 gravitational masses once per Long Rest. If you have atleast one active mass, you can use a Bonus Action and 1 Focus Point to regain one mass.

You can expend gravitational masses in the following ways:

Orbital Slam: As a Bonus Action, expend 1 mass to make a ranged attack against a creature you can see within 60ft. Use your Martial Arts die for the damage roll. On a hit, the target takes Martial Arts Die + {{modifier:wis}} force damage and must make a Strength saving throw. On a failed save, the target moves up to 10ft toward a point you designate within 5ft of its current location.

Gravitic Anchor: When a creature you can see within 30ft moves, you may expend 1 mass as a Reaction. The creature must make a Strength saving throw. On a failed save, its speed becomes 0 for the remainder of that movement.

Orbital Chain: As an Action, you may expend 2 masses to target two creatures you can see within 60ft. Each target must make a Strength saving throw. On a failed save, the creatures are pulled towards an unoccupied space directly between them. On a successful save, the creatures move only 5ft toward that point.

Singularity Stance

Beginning at 11th level, you condense your gravitational aura into a singular point with your body being the center of gravity. As an action, you can spend 3 Focus Points create a powerful gravity field that extends 20ft from you in all directions. The field lasts for 1 minute, moves with you, and ends early if you are incapacitated. This area counts as difficult terrain for hostile creatures and any ranged melee or spell attacks are at disadvantage against allies. You can dismiss the effect at any time (no action required).

A hostile creature that starts its turn within the field must make a Strength saving throw. On a failed save the creature is pulled 10ft straight toward you and is knocked prone. It takes {{modifier:wis}} + {{dice:martialarts}} force damage. Its speed is also reduced by 10ft until the start of its next turn. On a successful save, the creature takes half the damage and its speed is reduced by 10ft until the start of its next turn.

Absolute Gravity

Starting at 17th level, you release all earthly tethers and control the direction of gravity around yourself. As a bonus action, you gain a flying speed equal to your walking speed for 10 minutes. While flying in this way, you hover naturally and do not fall if your movement ends in midair. This flight does not require concentration and ends early if you are incapacitated. You can dismiss it at any time (no action required). Once you use this feature, you cannot do so again until you finish a long rest, unless you spend 4 Focus Points to activate it again.

Gravitational Strikes

While your Absolute Gravity is active, your orbiting masses collapse violently into your blows. Once on each of your turns when you hit a hostile creature with an unarmed strike, you can expend one gravitational mass to trigger an orbital collapse.

The target must make a Strength saving throw. On a failed save the creature is pushed back 15ft and is knocked prone. The creature takes 5d10 force damage. On a successful save the creature takes half the damage and its speed becomes 0 until the start of your next turn.

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