Monk
Base Class: Monk

Monks that walk through this tradition have learned to manipulate gravity, the force that draws matter together and also drives it apart. Whether you are a scholar of the Kryn Dynasty in Wildemount, you accidentally and magically became entangled with such force, or your monastery worships a deity of magnetism, one thing’s for sure: by pulling both damage and enemies to yourself, monks of the way of gravity attract victory and repel defeat like no other.

Untethered

Beginning when you first choose this tradition at 3rd level, you have learnt to negate yourself from being affected by the force that restrains everyone else. Instead of walking, you may float 1 foot above the ground and glide in any direction you could move with your walking speed, up to a number of feet equal to your current walking speed, and moving this way reduces your walking speed a number of feet equal to the amount of feet you moved for the turn. You are still affected by difficult terrain when floating this way (TLDR, floating this way is your walking speed, that is the design intention, just trying to find proper wording for it).

Attract and Repel

Also at 3rd level, you’ve learnt to use your gravitic abilities in combat as well. You gain the following features:

Attract. You can use your Deflect Missiles feature on any ranged weapon attack targeting a creature within 30 feet of you, rather than only on ranged weapon attacks against you, bending the projectile with gravity to steer towards you instead.

Repel. Whenever you hit a creature with an unarmed strike, you can have them succeed on a Strength saving throw against your Ki save DC. On a failed save, you can either knock them prone or 10 feet away from you. Once any number of creatures fail this saving throw a number of times equal to 1 + half your proficiency bonus (rounded down), you can’t use this feature again until you finish a short or long rest, unless you expend 1 Ki point to use it again.

Gravitic Flux

Starting at 6th level, as an action, you can focus your control over gravity on a single creature you can see within 60 feet of you. If the creature is unwilling, they must succeed on a Constitution saving throw against your Ki save DC, suffering no effects on a success. Choose amongst the following effects below, both of which last for 10 minutes.

Diminish. You diminish the influence of gravity in that specific creature. The creature’s walking speed is increased by 5 feet, it gains a flying speed equal to its walking speed and it can hover. Any fall damage against the creature is completely negated and it doesn’t provoke opportunity attacks.

Enhance. You enhance the influence of gravity in that specific creature. The creature’s walking speed becomes 10 feet, it can’t benefit from a flying or climbing speed, and if it’s falling or in water, the creature plummets to the ground at 500 feet per round at the beginning of its turn. Any fall damage the creature takes is doubled and it can’t make attacks of opportunity. 

You can use this feature once, regaining the ability to use it again when you finish a short or long rest or by expending 3 Ki points to use it again.

Universal Force

At 11th level, you can call upon the forces you command to control where people orbit and move around you. Whenever a creature finishes their turn within 30 feet of you, you can choose to push them 10 feet away from you or pull them 10 feet towards you. An unwilling creature must succeed on a Strength saving throw against your Ki save DC to avoid the effect. 

If the creature being forcibly moved this way were to hit an object or creature through this forced movement, they take bludgeoning damage equal to your Wisdom modifier + one roll of your Martial Arts die and stop moving.

The first time you use this feature each turn, it requires no action. Any further uses of this feature expend your reaction.

Walking Singularity

By the time you’ve reached 17th level, as an action, you can become the embodiment of pure gravitational force, causing the following effects for 10 minutes:

  • At the beginning of any creature’s turn, as long as they are within 30 feet of you, they must succeed on a Strength saving throw against your Ki save DC or be pulled 5 feet towards you. If the creature is already within 5 feet of you, they instead take force damage equal to twice your monk level on a failed save, and half as much on a successful save.
  • A creature moving away from you while they are within 30 feet of you must spend 3 feet of movement for every 1 foot it moves.
  • Melee weapon attacks against creatures other than you while you are also in the attacker’s melee range target you instead.
  • Whenever a creature is reduced to 0 hit points within 5 feet of you, it is completely disintegrated and turned to dust.
  • You have resistance to bludgeoning, piercing and slashing damage.

You can use this feature once, regaining the ability to do so again when you finish a long rest or by expending 8 Ki points to do so.

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