Base Class: Monk
Hey first one of these new to homebrew and DnD in general hope you all like it and I hope its not OP or at least not too OP
The Way of Gravity is often mocked for its simplistic martial arts and near nonexistent spirituality. Of course those who mock this path have never seen one of its monks in action. In truth there martial arts strength comes from its simplicity, and why spend time praying when you can spend it practising.
There are very few temples to this path but they're easy to find. Located along the side of the main road or in random open fields as they often are. These temples are easily recognizable because of their great disarray, with how few people come to train it's impractical to have a such a large building, some masters even go so far as to flatten older parts of the temple to make more room for training.
As for how one gets started on this path its rather easy, simply knock on the temple door and ask. No self respecting master would turn away someone who wishes to learn. Especially not in such hard times. Whether one can or can't learn this style is entirely dependant on their own will.
Strong Foundation
Any dexterity monk ability is, optionally, turned into a strength ability (including ones unarmoured defense). In addition all thrown weapons through the manipulation of gravity has doubled damage die. Tripled upon reaching level 16.
And what good is carrying around a weapon just to throw you may also want to stab people with it. You get proficiency with all Thrown weapons.
Gravitational Arts
Choose one of the following.
Orbiter Shield
Spend 2 ki points on a reaction, the air distorts form a vague ring in a 5 foot radius around you. Any ranged attacks made till the start of your next turn will be caught in a 5 foot orbit around you. Where they will remain until anything ends its turn within 5 feet of you. At which point they will be hit by every object. At 12th level this also picks up items under 5 Ibs and within 5 feet.
Heavy Aura
For 3 ki points, a crushing energy runs visibly through the air in a radius of 20 feet. Anything within 20 feet of you, and you yourself, will need to make a strength saving throw that decreases by 2 every 5 feet with a maximum of twenty and minimum of twelve or be knocked prone and stunned for one round, you get the minimum save needed. Upon a successful save you and anything above meduim size will no longer need to make saves. At 10th level add your wisdom modifier to the saving throw, this will also apply to you. At 14th level this also creates a five foot crater and if inside an average size wooden structure roll over 12 (or a number of your DMs choice) to see if it remains standing.
Parkour Master
Due to your experience in gravity manipulation you can now change which way is down, for you and only you. Along with this you've learnt to lighten your body greatly increasing how far you can jump, just be careful on the landing.
With your experience comes new tricks, you gain the Gravitational art you didn't choose at level 6.
Blackhole
At 17th level you can make a small orb less then one foot in diameter, and surrounded by a rippling vortex as everything in a 30 foot radius is devoured by it. You can create this orb up to sixty feet away. Any creature within 30 feet of the orb must make strength saving throws of 10 plus you wisdom modifier, on a failed save they get dragged back ten feet on a success they gain five feet. Once they reach the portal they must make 5 constitution saving throws, if they fail 5 times they're dead. If they succeed they are in a random location in any plane.
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Posted Apr 17, 2024Author here, do not use this, is bad. I didn't really understand the game when I made it, I was just bored struggling to find a game and really like gravity powers.
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Posted Apr 16, 2024What ability do you get at 11th level?