Base Class: Monk
This subclass is made in relation to a homebrew campaign setting, but it can still be used in other settings so long as your DM allows graviturgy-like forces in the game. The goal with these subclasses is to make a set of gravity-based classes outside of just the Graviturgy Wizard of Wildemount, due to the importance that the magic of Graviturgy carries in the aforementioned setting.
Rather than making unique creatures with niche, specific abilities, I thought it'd be better to make subclasses, so that;
1) Players could possibly dip into these if they so wish, giving them more ties to the setting's story
2) I could use it as a base for creating those unique encounters
For example, while I may choose to have some sort of gravity-manipulating soldier as an enemy in a future encounter, I could take some of the features from this subclass & others, and meld them slightly. Which not only reduces the workload as a DM, but would also be a good "gotcha" moment for players, and link them not only to the setting & story, but also these encounters.
Vicious Velocity
Starting when you choose this tradition at 3rd level, you can embolden your strikes with your own momentum, using the built-up speed to hit harder against your foe.
- Your unarmed strikes now deal force damage
- Accelerated Charge: If you move 10 feet or more in a straight line before making an attack, you can add a martial arts die to the damage for every 10 feet you moved.
Eyes of the Earth
Additionally at 3rd level, you can spend a minute attuning to the earth & ground, assessing the vibrations of gravity that pass through it. At the end of the minute, you gain tremorsense in a radius of 5 feet times your Monk level. This feature lasts for 10 minutes, and can optionally be cancelled early.
Malleable Mass
At 6th level, you gain the ability to apply your ki to meld gravity further, for both offense & defence. As such, you gain access to more ki-based maneuvers:
- Tectonic Barrier: As an action, you can spend 2 ki points strike the ground, raising a nearby patch of it for defence & creating half cover in a a space adjacent to you.
- Inertia Strike: As part of an attack action, you can spend a ki point to reduce the target's movement by 10 feet for their next turn. You can spend additional ki points for this maneuver to increase the movement reduction by 5 feet per additional ki point.
Additionally, your unarmed strikes now have a normal range of 10 feet & a long range of 20 feet, due to the momentum of your strikes travelling through the very air as projectiles.
Push and Pull
At 11th level, you have advantage on saves against being knocked prone, or any effect that would move you against your will.
Additionally, when you would be knocked prone or moved by an effect from another creature, you can use your reaction to do one of the following:
- Push of Gravity: Your target must make a Strength saving throw against your Ki Save DC or be pushed up to half of their movement speed away from you.
- Pull of Gravity: You can spend 3 ki points to move up to half your movement speed away from the aggressing creature, with the benefits of the Disengage action
This can be used an amount of times equal to your proficiency bonus, and all uses are recharged on a long rest.
Terminal Velocity
Also at 11th level, your deeper understanding of gravitational forces improves your capabilities, allowing you to more efficiently move across the battlefield.
- When using your Accelerated Charge feature, you have advantage on the attack, and the line you travel in becomes difficult terrain for the next minute.
- Your movement is unaffected by difficult terrain.
Additionally, you can cast the Catapult spell an amount of times equal to your Wisdom modifier, with the spell level being equal to your proficiency bonus & the save DC being your Ki Save DC, with the following conditions;
- The effected object only flies 60 feet
- The cast range is reduced to touch-range
Graviton Domain
At 17th level, you gain the ability to set up a zone of altered gravity, channelling your ki in such a way as to almost wield the essential force, and bend it to your benefit.
You may spend 4 ki points to set a 20 foot by 20 foot cylindrical field of altered gravity, with one of the following properties:
- Domain of Zero: Creatures inside must make a Dexterity saving throw against your Ki Save DC or weightlessly float within the area. Projectiles passing through the cylinder treat it as a creature would treat difficult terrain, with every space it passes through using an extra 5 feet of its range & possibly giving the attack disadvantage.
- Domain of Pressure: Creatures inside must make a Strength saving throw against your Ki Save DC or be forced prone on the floor. Getting back up takes another Strength save, rather than half movement, and the area inside counts as difficult terrain. Projectiles passing through the cylinder instead are forced to the floor, either negating the attack or hitting a creature inside the zone.
- Domain of Centrifugal Force: Creatures inside must make a Wisdom saving throw against your Ki Save DC or be violently thrown about the area, moving half of their movement speed in a random direction inside the zone. Projectiles passing through the cylinder are locked in, swirling about as if trapped in a twister, and you can spend a Ki point to redirect one of these projectiles to a target within 60 feet of either you or the zone.
Previous Versions
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3/29/2022 7:09:23 PM
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