Base Class: Monk
Many monks seek enlightenment by centering on themselves. A select few find inner peace by emptying their minds and becoming one with the vast emptiness of space. These monks use their mystical abilities to emulate the forces of the void.
Forces of Gravity
When you choose this tradition at 3rd level, you learn to tap into the void to manipulate your environment. As an action, you can spend 1 ki point to create a node of gravity on a point on the ground within 60 feet of you. Any creature within 30 feet of this node must succeed on a Strength saving throw or be pulled up to 10 feet towards it, after which it immediately disappears. Creatures not touching the ground have disadvantage on this saving throw. Any objects that are not securely fastened are automatically pulled toward this node. Additionally, you can spend 2 ki points to cast the levitate spell without needing material components.
Fists of the Void
Starting at 6th level, your understanding of the forces of gravity allow you to use your ki to increase the force behind your strikes. When you take the attack action, you can spend 1 ki point to add your proficiency bonus to the damage of your monk weapons and unarmed strikes until the start of your next turn.
Gravitational Anomaly
At 11th level, you learn to protect yourself with bursts of gravitational energy. As a reaction to being targeted by a ranged weapon attack, you can spend 3 ki points to create a gravitational field around yourself until the start of your next turn. This field can set ranged attacks off course causing them to possibly miss, rendering all ranged attacks at disadvantage while the field lasts.
Power of the Void
At 17th level, your powers over the forces of gravity have dramatically increased. As an action, you can spend 5 ki points to create an intense field of gravity in a 20 foot radius around a point you can see within 120 feet of you. This field lasts for 1 minute or until you lose concentration (as if concentrating on a spell). The area within this field has the following features:
- The area becomes extremely difficult to walk through due to the extreme increase in gravity, making every foot moved cost three feet.
- Any attacks made from inside or into the field are made with disadvantage.
- When a creature enters this field for the first time in a turn or starts its turn there, it must succeed on a Strength saving throw or it falls prone and takes 4d6 bludgeoning damage. You automatically succeed on this saving throw. A creature that starts its turn in the field and is already knocked prone by it automatically takes 4d6 bludgeoning damage.
- A creature knocked prone by the field can use its action to make a Strength saving throw. If it is successful, it is no longer prone, and cannot be knocked prone by this field for the next 24 hours.
Additionally, you can spend 7 ki points to cast the reverse gravity spell, without needing material components.







Comments