Monk
Base Class: Monk

Stars collapse. Worlds fracture. Your fist carries the force that brings them to ruin.

Warriors of the Starbreaker channel their Focus into gravity, the fundamental force that binds the cosmos—and crushes its greatest creations. Their martial discipline draws upon the violence of the universe: the pressure within collapsed stars, the relentless pull of black holes, and the tidal forces that tear celestial bodies apart.

A Starbreaker turns the battlefield into a hostile constellation. Enemies are dragged into waiting fists, hurled from violent orbits, and crushed around miniature singularities. Debris circles their bodies like the shattered remains of a world, awaiting a gesture that sends it screaming towards its target. Every step bends the path ahead; every blow threatens collapse.

At the height of their mastery, even possibility falls within their gravitational reach. Their ultimate technique, Heavens Divide, draws their enemies’ divergent futures into one shared moment. Every retreat, every defence, every chance of escape converges upon the same heaven-shattering strike.

“Let a thousand futures unfold. Let the heavens themselves stand between us. Every possibility falls towards this fist.”

Level 3: Celestial Descent

You decide which way you fall. The horizon becomes a precipice, and you plunge towards your enemy with the momentum of a falling star.

Subjective Gravity. While you aren't wearing armour or wielding a Shield, you can change your gravitational direction once on each of your turns, requiring no action. Choose a solid surface you can see within 30 feet of yourself, such as a floor, wall, or ceiling. You can move in a straight line towards that surface, spending movement normally, for up to 30 feet. This movement cannot pass through creatures or solid obstacles and provokes Opportunity Attacks normally.

If you reach the surface, you can treat it as the ground, standing and moving along it using your Speed without using your hands. This effect lasts until you choose another surface, end it on your turn (no action required), or have the Incapacitated condition. Only you and objects you wear or carry are affected.

If you end this movement without reaching the chosen surface, you fall according to normal gravity. Movement granted by this feature does not itself cause falling damage.


 

Meteoric Impact. Once per turn, immediately after you move at least 20 feet in a straight line towards a creature using this feature, the next Unarmed Strike you hit that creature with before the end of the current turn deals extra Force damage equal to one roll of your Martial Arts die.

 


Choose where you fall—and descend upon your enemy like a falling star.

Level 3: Celestial Tyrant’s Fist

Every opponent who enters your influence becomes a celestial body caught within your gravity. A gesture draws them closer. A turning heel changes their orbit. A completed strike casts them away.

Once on each of your turns, when you make an Unarmed Strike, you can empower it with one of the following techniques. If the attack hits, it deals extra Force damage equal to one roll of your Martial Arts die.

These techniques can move only creatures that are Large or smaller. Whenever a technique requires a saving throw, the DC equals 8 plus your Wisdom modifier plus your Proficiency Bonus.

Attraction. Before making the attack roll, choose one creature you can see within 15 feet of yourself. The target must succeed on a Strength saving throw or be pulled up to 10 feet straight towards you. If it is within your reach after this save, you can make the empowered strike against it. Otherwise, you can make the strike against another creature within your reach. If no target is within reach, the attack is expended.

Orbit. After the attack hits, the target must succeed on a Strength saving throw or be moved up to 10 feet around you to an unoccupied space you can see. The target must remain within 5 feet of you throughout this movement.

Escape Velocity. After the attack hits, the target must succeed on a Strength saving throw or be pushed up to 10 feet straight away from you.

Movement caused by these techniques cannot pass through solid obstacles or other creatures. It does not provoke Opportunity Attacks. A successful saving throw prevents the movement but does not prevent the strike’s extra Force damage if the attack hits.

Level 3: Cosmic Body

An invisible gravitational field surrounds your body. Crushing blows lose their momentum before reaching you, while waves of raw force bend and disperse around your presence.

You have Resistance to Bludgeoning damage and Force damage. These resistances apply to damage from all sources, including magical attacks and effects.

Level 6: Neutron Heart

Light bends inward around your clenched fist. A brilliant ring forms around your knuckles as you compress gravity into a point of unbearable density. When your blow connects, the crushing pressure of a collapsed star erupts through your opponent.

Once on each of your turns, immediately after you hit a creature with an Unarmed Strike, you can expend 1 Focus Point to activate this feature. The strike deals extra Force damage equal to two rolls of your Martial Arts die.

Tidal Disruption. The target’s Speed is reduced by 10 feet until the start of your next turn. If it has more than one Speed, each is reduced. This reduction cannot lower a Speed below 0, and multiple applications of this feature do not stack.

This feature requires no additional action. Its extra damage can apply to the same strike as Celestial Descent or Celestial Tyrant’s Fist.

Level 6: Meteor Storm Barrage

Fragments rise into violently spinning rings around your arms, accelerating until they become blazing streaks of light. With a punch, you unravel their orbit into a spiralling meteor barrage. When no debris is available, condensed gravitational energy forms the projectiles.

Once on each of your turns, when you take the Attack action, you can expend 1 Focus Point to replace one of your attacks with this barrage. Choose one creature you can see within 60 feet of yourself and make a ranged spell attack against it, using your Wisdom modifier and Proficiency Bonus for the attack roll.

On a hit, the target takes Force damage equal to three rolls of your Martial Arts die.

Gravitational Capture. If the target is Large or smaller, you can also pull it up to 20 feet straight towards you. This movement cannot pass through solid obstacles or other creatures and does not provoke Opportunity Attacks.

Close-Quarters Barrage. Being within 5 feet of an enemy does not impose Disadvantage on this attack roll.

This barrage is a magical class feature, not a spell or an Unarmed Strike. It cannot trigger features that require an Unarmed Strike.

Level 11: Black Star: Genesis Collapse

Your strike leaves a black star burning against your enemy, surrounded by thin rings of distorted light. The battlefield begins to lean towards it. With your next blow, you drive your fist into the star itself—and its orbit collapses.

Genesis. Once on each of your turns, immediately after you hit a creature with an Unarmed Strike, you can expend 2 Focus Points to implant a gravitational seed in it. The strike deals extra Force damage equal to one roll of your Martial Arts die.

The seed moves with its host and lasts until the end of your next turn. You can have only one seed active at a time. Creating another ends the previous seed without triggering its collapse.

Gravitational Convergence. Immediately after creating the seed, and at the start of your next turn if it remains active, choose any number of other creatures within 15 feet of its host. Each chosen creature that is Large or smaller must succeed on a Strength saving throw against your Focus save DC or be pulled up to 10 feet straight towards the host.

This movement cannot pass through solid obstacles or other creatures, cannot end in the host’s space, and does not provoke Opportunity Attacks.

Genesis Collapse. When you subsequently hit the host with an Unarmed Strike before the seed expires, you can collapse the seed, requiring no additional action. The triggering strike cannot be the strike that created the seed.

The host and each other creature of your choice within 10 feet of it must make a Constitution saving throw against your Focus save DC. On a failed save, a creature takes Force damage equal to three rolls of your Martial Arts die. On a successful save, it takes half as much damage. The seed then ends.

The seed’s collapse damage is separate from the triggering strike’s damage and is not doubled by a Critical Hit. If the seed expires without being collapsed, it vanishes harmlessly.

Your Focus save DC equals 8 plus your Wisdom modifier plus your Proficiency Bonus.

Level 11: Horizon-Sundering Step

You plant your foot, and the distance ahead bends. For a heartbeat, your enemy sees you standing at the far end of the battlefield—and directly before them. Then the horizon folds shut behind your fist.

When you expend a Focus Point to use Step of the Wind, you can also teleport up to 30 feet to an unoccupied space you can see. This teleportation occurs as part of the same Bonus Action, costs no additional Focus Points, and does not expend your movement. You retain the normal benefits of Step of the Wind.

Horizon Impact. Immediately after teleporting, you gather the collapsing distortion around your fist. The next Unarmed Strike you hit with before the end of the current turn deals extra Force damage equal to one roll of your Martial Arts die. This benefit then ends.

You can teleport to a suitable space beside the host of your Black Star: Genesis Collapse. If your empowered strike hits that host, it can trigger the seed’s collapse normally.

The extra damage from this feature can combine with Celestial Tyrant’s Fist and Neutron Heart. Teleportation does not count as travelling the distance required for Celestial Descent.

Level 11: Sovereign’s Orbit

Your presence becomes the centre of a miniature celestial system. Weapons, stones, and treasured objects circle you in silent procession. At your command, their gentle paths accelerate into blazing rings—and a single gesture unleashes a meteor storm.

Celestial Treasury. While you are conscious, you can maintain an orbit of Tiny objects equal to your Wisdom modifier (minimum one object). Each object must weigh no more than 10 pounds. Orbiting objects remain within 3 feet of you, travel with you, and leave your hands free. Their weight still counts towards your carrying capacity.

As a Bonus Action, you can draw any number of eligible objects up to your orbit’s capacity from your equipment or from unoccupied locations you can see within 30 feet. You cannot take objects worn or carried by another creature. Objects must have an unobstructed path to you.

Orbit’s Command. Once on each of your turns, without taking an action, you can move one orbiting object into a free hand or place one eligible object you are holding into your orbit. Using an item requires its normal action and any other requirements.

Satellite Delivery. As a Bonus Action, you can send one orbiting object to a willing creature you can see within 30 feet. The recipient can catch it in a free hand without using a Reaction. Otherwise, it lands at its feet. The object must have an unobstructed path, and this delivery does not activate or use it.

Falling Star. Once on each of your turns, when you take the Attack action, you can replace one attack with the launch of an orbiting object at a creature or object you can see within 60 feet. Make a ranged spell attack using Wisdom and your Proficiency Bonus. On a hit, the target takes Force damage equal to one roll of your Martial Arts die plus your Wisdom modifier.

Being within 5 feet of an enemy does not impose Disadvantage on this attack roll. The projectile leaves your orbit whether the attack hits or misses and lands near the target; fragile objects may break. This attack uses only the damage given here and does not activate a launched item’s magical properties.

Orbital Cataclysm. When you use Meteor Storm Barrage, you can expend 2 Focus Points instead of 1 and launch two objects from your orbit to unleash an empowered volley. Make the barrage’s attack normally. On a hit, it deals five rolls of your Martial Arts die in Force damage instead of three, and retains its normal pull of up to 20 feet.

Both objects leave your orbit whether the barrage hits or misses. Orbital Cataclysm counts as your use of Meteor Storm Barrage for that turn.

You can release any orbiting object harmlessly at your feet on your turn without taking an action. If you have the Incapacitated condition, all orbiting objects fall at your feet.

Level 17: Cosmic Body — Absolute

Your mastery of gravity becomes absolute. Crushing blows surrender their momentum before touching you, and raw force curves around your body like light around a singularity.

The resistances granted by your Cosmic Body feature become Immunity to Bludgeoning damage and Force damage. These immunities apply to damage from all sources, including magical attacks and effects.

Level 17: Fatebound Fist

Your enemy evades your fist—but gravity catches the future in which your strike connects. Light fractures around your arm, revealing another trajectory, and your blow follows that possibility to its inevitable conclusion.

Once on each of your turns, when you miss a creature with an Unarmed Strike, you can reroll the attack roll against that creature. You must use the new roll. Any Advantage or Disadvantage that applied to the original attack also applies to the reroll.

If the reroll hits, the strike deals extra Force damage equal to one roll of your Martial Arts die, in addition to its normal damage.

This feature requires no additional action and costs no Focus Points. The reroll is part of the original attack, not a separate attack, and can benefit from other features that apply to that strike.

You cannot use this feature with Meteor Storm Barrage, Falling Star, Orbital Cataclysm, or Heavens Divide, since those techniques are not Unarmed Strikes.

Level 17: Heavens Divide

You draw back your fist, and gravity takes hold of possibility itself.

Across the battlefield, spectral images split from your enemies: every movement they could make, every defence they could raise, every future in which they escape. Your gravity catches them all, drawing their divergent possibilities into one shared probability field.

You strike once.

The same heaven-shattering blow connects with every chosen enemy in the same instant. Luminous fractures erupt behind them as their futures converge upon your fist. Then you follow through. The field ruptures, scattering your enemies like stars cast from a collapsing galaxy.

“When heavens divide… every star, every fate, every future falls towards this fist.”




 

Probability Convergence. As a Magic action, you can expend 6 Focus Points and choose any number of other creatures you can see within 60 feet of yourself. A creature behind Total Cover cannot be targeted. Each target must make a Constitution saving throw against your Focus save DC, which equals 8 plus your Wisdom modifier plus your Proficiency Bonus.

Heaven-Shattering Strike. Roll 12d12 once. Each target takes that much Force damage on a failed save, or half as much on a successful save.

Violent Divergence. Each target that fails its save is also pushed up to 30 feet straight away from you and has the Prone condition. You choose the distance for each target. This push affects creatures of any size, does not provoke Opportunity Attacks, and stops early if a solid obstacle or another creature blocks the path. The push itself deals no additional collision damage.

The convergence does not move targets into a shared physical space; their possible outcomes overlap until the strike resolves.

This technique requires no attack roll and is not an Unarmed Strike. It cannot trigger features that require an Unarmed Strike or gain their additional damage.

Once you use this feature, you cannot use it again until you finish a Long Rest.

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