Monk
Base Class: Monk

You have learned to harness the forces of gravity to assist you in your martial arts, and you have learned how to counteract these forces to gain new powers.

Gravity enhanced strikes

You can use gravity to create effects on targets that you hit. When you hit a target with an unarmed strike or a strike from you flurry of blows feature, you can use one of the options detailed below. You gain access to more options when you gain levels in this class.

Corrupting strike

When you use this ability, you can spend 3 ki points to force the target to make a constitution saving throw. If they fail, they take 1d4 poison damage and are poisoned for 1 round

Dancing strike

When you use this ability you can spend 2 ki points and gain 10 feet of movement. For the rest of your turn, your movement doesn't provoke attacks of opportunity

Electrical strike

When you use this ability you can spend 6 ki points to cast chain lightning at 6th level targeting the creature you just hit

Forceful punch

When you hit a target you can expend 1 ki point to push them 10 feet away from you

Paralyzing strike

When you use this ability, you can spend 4 ki points to paralyze the target for 1 round

Powerful strike

When you use this ability you can spend any number of ki points and deal 2d10 necrotic damage per each point spent

Regenerative strike

When you use this ability you can spend up to 10 ki points and regain health equal to 5 times the number of points spent

Stunning strike

When you use this feature, you can spend 3 ki points to stun the target until the start of their turn

Thundering punch

When you use this feature, you can spend 2 ki points to release a devastating shock wave from the target that you hit. Each creature except you within 30 feet of the target must make a constitution saving throw or take 2d6 force damage. This damage increases to 4d6 at 11th level.

Upwards strike

When you use this ability, you may spend 3 ki points to hurl the target up into the air. They travel a number of feet equal to 10 times your dexterity modifier. They are then pulled downwards, taking fall damage as normal plus a number of d6 equal to your dexterity modifier

Gravity enhanced movement

At 6th level you gain a climbing speed equal to your walking speed. When you climb this way, your hands are free as if you were walking

Gravitic pull

As an bonus action you point your finger at a creature that you can see. That creature must make a strength saving throw contested by your wisdom saving throw. If they fail, you chose a point within 120 feet that you can see. The creature is pulled to the point and is held there for a number of rounds equal to your wisdom modifier. A creature can make the saving throw at the start of their turns to end the effect. While they are pulled, they take 2d10 force damage each turn and have the prone condition. You can use this feature a number of times equal to your wisdom modifier.

Black hole

As an action you can summon a sphere of annihilation. The sphere cannot be controlled by anyone and appears at a point you choose within 60 feet of you. At the start of your turn each creature other than you is pulled 10 feet in the direction of the sphere. The sphere lasts a number of rounds equal to twice your wisdom modifier. You can use this feature twice per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/6/2021 4:43:26 PM
44
14
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Coming Soon

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