Monk
Base Class: Monk

Monks that have spent ample time in artificial gravity of Graviturgy Temples can feel the difference in their ki; natural gravity is substantial and wholesome, like an embrace from a great planet itself, whereas artificial gravity hums with a flimsy electrical artifice. With practice, these monks learn to manipulate their own gravity using their ki, throwing their center of mass about in defiance of physical conventions and tweaking gravitational fields around them.

Gravity Enhanced Strikes

You can use gravity to your own advantage on targets when you hit with unarmed blows. Choose three of the following options. 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.

Anti-Gravity Strike

When you use this ability, you may spend 6 ki points to hurl the target up into the air. They travel a number of feet equal to 10 times your Wisdom modifier. They are then pulled downwards, taking fall damage as normal.

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.

Esoteric Increase

When you use this feature, you spend 4 ki points to overload the targets gravitational effects. If the target is flying they immediately plummet to the ground after being struck, regardless they will take 1d10 force damage for every 5ft they move until the end of your next turn.

Floating Disarm

When you use this feature you spend 2 ki points and target the weapon of your enemy with your gravitational ki, the target must make a dexterity saving throw against your ki save or find that gravity has reversed on one item they were holding. The item then flies 30ft in the air and hovers there until the end of your next turn when it falls to the ground below.

Forceful Punch

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

Heavy Strike

When you use this ability you can spend 2 ki points to bolster your strike with heavy gravity, you deal 1 additional martial arts die of force damage and the targets speed is reduced by 10 feet until the end of your next turn.

Kinetic Strike

When you use this feature you can spend 4 ki points to double the damage done. You can choose to use this feature after you roll to hit but before you roll damage.

Vector Defiance

This feature costs 2 ki points. Gravity effects each creature you hit with this feature causing their strikes against you to have disadvantage until the end of your next turn, additionally they cannot take reaction attacks against you.

Negate Mass

Starting at 6th level, you can spend 2 ki points to cast the spell levitate or 4 ki points to cast fly. Once cast you must wait until after your next short rest to cast these spells again.

Masters Weight

As part of your Step of the Wind monk feature you can choose to make one massive leap. You leap through the air up to your movement speed. When you come down your weight is multiplied tenfold and you deal great damage. Any attack made directly after your leap automatically deals an additional 1d6 per 5ft traveled to any creatures or objects within 10ft of your landing point. This damage is bludgeoning and counts as magical when overcoming resistances.

Disrupt Mass

At 17th level, you can use your willpower to alter reality. As an action, you can spend 6 ki points and reverse gravity in a 20-foot radius, 20-foot high cylinder centered on you. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you use this feature. A creature can make a Dexterity saving throw against your ki save DC to grab onto a fixed object it can reach, thus avoiding the fall. You can choose a number of creatures or objects equal to your Wisdom modifier not to be affected by the reversal in gravity. You yourself can move freely through the effected area; up down and sideways.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

The effect lasts until the end of your next turn, you use your bonus action to dismiss it, or you are incapacitated. On each subsequent turn, you can spend 1 ki point to maintain this effect, extending its duration until the end of your next turn.

Once the effect ends, affected objects and creatures fall back down, taking even more fall damage.

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