Base Class: Monk
Through careful study and meditation, monks of the Way of Fundamental Forces have learned to manipulate dunamis, the magical weave of energy that helps shape gravity. They understand how their own life energy intertwines with dunamis and can channel their ki to control this arcane force of nature, redirecting the flow of gravity around them.
Bonus Proficiency
When you choose this tradition at 3rd level, you gain proficiency in the Arcana skill.
Gravitic Binding
Starting at 3rd level, once per turn when you hit a Medium or smaller creature or object with one of the attacks granted by your Flurry of Blows, you can force the target to make a Strength saving throw. If the target fails and is unsecured, it ‘falls’ up to 10 feet in a direction of your choice, including up. The target takes damage if this movement forces the target to hit a structure or obstacle, such as a wall, tree, or cart. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature also lands prone, unless it somehow avoids taking damage from the fall.
The size of the creatures or objects you can move with this feature and the distance you can move them increases as you reach certain monk levels. You can force Large or smaller targets to fall up to 20 feet at 6th level, Huge or smaller targets to fall up to 30 feet at 11th level, and Gargantuan or smaller targets to fall up to 40 feet at 17th level.
Force of Attraction
Starting at 6th level, when you take the dodge action granted by your Patient Defense, until the beginning of your next turn you can force ranged weapon attacks against targets within 10 feet of you to target you instead. The range of this effect increases to 20 feet at 11th level and 30 feet at 17th level.
Lighter than Air
Beginning at 11th level, when you take the dash action granted by your Step of the Wind, you gain a flying speed equal to your current walking speed. This benefit works only in short bursts. You fall if you end your turn in the air and nothing else is holding you aloft.
Stasis Field
Beginning at 17th level, as an action you can spend 3 ki points to destabilize gravity in a 30-foot-radius sphere centered on you for 1 minute. Any creature other than you that enters the sphere for the first time on its turn or starts its turn there must make a Strength saving throw or become restrained. If the creature is in the air, the restrained creature hovers inside the sphere. A creature can use its action to repeat this saving throw on its turn, ending this restrained condition on itself or another creature in the sphere that it can reach.
For the effect’s duration, the gravity distortions within the sphere also make it a challenging environment for combat. Creatures within the sphere other than you without a flying speed granted by magic move through the sphere as if it were difficult terrain and have disadvantage on melee attack rolls. A ranged weapon attack against a target within the sphere automatically misses beyond the weapon's normal range, and even against a target within normal range, the attack roll has disadvantage.
Comments