Base Class: Monk
A monk subclass focusing on changing the battlefield and moving enemies utilising gravity.
Orbital Technique
When a creature makes an attack action against you, attempt to put it into orbit. If the target is animate, it must succeed a grapple check. On a failure, the creature is put into orbit, and their attack does half damage. On a success, nothing happens.
Expend ki points equal to the size of the object divided by 5 and rounded up. Orbit occurs further away depending on the total size of the objects, 5 feet in radius for every 5 square feet in size. They process clockwise around you at your own movement speed on your turn. Every turn, an objects orbit closes 5 feet closer to you.
While in orbit, a target can make a strength saving throw to escape on their turn. Otherwise, they act as if they are prone. Creatures in orbit have disadvantage on attack rolls.
As an action, you may choose to throw a target away in the direction they are travelling, forcibly exiting them from orbit. They are thrown forward the distance of the orbit from the user. For every 5 feet this is, they take 1d6 damage.
Aura of Gravity
Pull in enemies via gravity. To pull an enemy towards you, take the distance between you and the enemy, divide it by 10 (rounded down) and minus 1, and spend that much ki to bring them towards you.
When an enemy is pulled to you this way, you are granted a free unarmed strike.
You may also use this ability to push enemies back, scaling in the same way with ki. If an enemy slams into an object, for every 10ft they would move, they take 1d6 force damage.
Domain Expansion: Lunar Memorial
For 8 ki points, a barrier with a radius of 75 feet forms. It phases through objects and has a HP of 20 when attacking from the outside, and 50 from the inside. Reducing this to 0 creates a permanent hole within the domain that lasts until it is unsummoned. The domain's effects only apply to its targets when they are in the domain. The user may exempt creatures from the effects of the domain and let them in or out through the barrier.
When within the domain, all creatures the user wishes suffer exhaustion that manifests as a constant gravitational weight. This begins at 0, but increments by 1 if the creature ends their turn within the domain or is within it when the domain is constructed. If they leave the domain, this resets to 0.
The user cannot be affected by exhaustion within the domain, and is permanently at a weight of -1. This grants them the effects of a Haste spell. If an enemy uses the attack action against the user, regardless of hitting, the user gains a ki point.
The user can choose to make the domain stronger by imposing restrictions upon themselves. These come in 4 levels, each providing better benefit than the last, in exchange for more limits for the user. Each level also contains the benefits of the previous level
|
Level |
Benefit to Lunar Memorial |
Example Restriction |
|
1 |
The user gets advantage on ability checks and saving throws. |
Loss of sight in one eye |
|
2 |
A black hole spawns at the center or upon a creature’s death. It takes up 5 square feet or a size equal to the creature’s. Anything that is put into the black hole takes 3d10 force damage and is teleported 10 feet away from the user. |
Constant one-hand sign |
|
3 |
-1 weight can be applied to another creature of your choice. |
Must stand still |
|
4 |
Creatures gain +2 weight for all instances where they would gain only +1. |
Total loss of sight, and constant two hand sign. |
|
5 |
Upon summoning the domain, roll 30d10 + 1d100. These dice can be divided amongs the targets as the user pleases, and is then dealt as force damage. This damage ignores anti-domain techniques. |
I will be permanently dead after the domain collapses. |
The domain dissipates on concentration, modified such that the DC is 5 or a quarter of the damage: whichever is higher.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
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