Monk
Base Class: Monk

Experts like magicians, sorcerers and scholars who study the ki of monks to understand it and the power behind it, often compare the flow of ki in a monk to a gentle stream or a light breeze. Having tested a master of the Way of the Gravity Soul those same experts describe the ki that they experienced as a thick goo that does not want to let go of the things and creatures it touches.

Having fought using only their hands and monk weapons, the students of the Way of the Gravity Soul understand that hitting an enemy while simultaneously controlling their position on the battlefield is often the most effective way to break bones and more.

(side note: Think of this monk as someone who overpowers the ki of their enemies with their own to change their movement and position on the battlefield, rather then as someone who changes Gravity itself)

GraviKi

You begin to learn how to slightly influence the gravitational pull and push of your own ki.

Beginning at 3rd Level whenever you spend a ki point as part of an attack(s) with your monk weapon or unarmed strike(s) (like for the Flurry of Blows feature), you can either treat all of the damage of the attack(s) as force damage or once per turn deal the original damage of the attack(s) + your profiency bonus doubled force damage. When you use your Deflect Missiles feature to throw a catched missile, the normal range of the attack is now 60 feet and the long range is 120 feet.

Also at 3rd Level, you can spend a ki point to focus on slightly reversing the gravity on your feet, for the rest of this turn your jump distance is doubled.

Center of Gravity

Starting at 6th level, you focus your ki not only on yourself but also on another creature. You have practically learned to overpower their ki with yours.

You can spend one ki point as part of an action on your turn or as part of an opportunity attack you make to force a Medium or smaller creature you can see and that is within 30 feet of you to make a Strength saving throw (DC=10 + your proficency bonus + your Wisdom modifier). On a failure, the creature is either pulled 15 feet towards you  or pushed 10 feet away from you (you choose). A friendly creature can choose to fail the saving throw.
If you use this feature as part of an opportunity attack, then you can only use the target of the opportunity attack as the target of this feature. Furthermore, if you choose to pull the target of your opportunity attack towards you, then instead the target's speed is reduced by 15 feet until the end of its turn.

If a creature is pulled or pushed at least 5 feet by this feature, then until the start of your next turn you gain advantage on your next attack roll against it if you use a monk weapon or an unarmed strike for the attack. This attack then benefits from the GraviKi feature.

(side note: If you want to use this feature to move objects (that are not worn or carried), then speak to your DM about the limitations of the range you would move the objects and how heavy they can be. I simply did not want to put a number on it. But it is pretty clear that cup is push or pulled further then a big table would be.)

Improved Gravity Control

Through your hard training and adventuring you gained the ability to connect your ki to the Gravity around you.

Starting at Level 11 you  can spend 4 ki points to create a aura in which gravity is changed based on the flow of your ki (see below). You decide the flow of your ki when you create the aura. Once per turn, on all following turns, while the aura is still active you can spend a ki point to change the flow of your ki. The aura is spherical and centered on you with a radius of 15 feet. If you receive damage while the aura is active you have to make a Constitution or Wisdom saving throw (your choice), the DC equals 10 or half the damage you take, whichever number is higher (as if you would concentrate on spell). On a failure the aura dissepates. The aura also automatically dissepates after 1 minute or if you use this feature while an aura is still active. The DC for the saving throws of the aura effects is equal to your Ki save DC.

Flow of Ki - Push
For hostile creatures, who are moving towards you, the aura is treated as difficult terrain. When targetted by a weapon attack or an unarmed strike, the AC of you and your allies, who are completely covered by the aura, is increased by 2. On the start of your turn every hostile creature, who is completely covered by the aura, has to make a Strength saving throw. On a failure it is pushed the shortest way out of the aura, landing in an unoccupied space. If there is a big enough obstacle (DM decides) in the way of the creature when pushed, the creature is pushed until it reaches the obstacle.

Flow of Ki - Pull
For hostile creatures, who are moving away from you, the aura is treated as difficult terrain. You have advantage on attacks with monk weapons and unarmed strikes against creatures completely covered by the aura. When a  hostile creature starts its turn completely covered in the aura it has to make a Strength saving throw. On a failure the creature is pulled the shortest way towards you to an unoccupied space next to you. If there is a big enough obstacle (DM decides) in the way of the creature when pulled, the creature is pulled until it reaches the obstacle.

Flow of Ki - Down
For hostile creatures, who are flying, the aura is treated as difficult terrain. When a hostile creature starts its turn completely covered in the aura it has to make a Strength saving throw. Flying creatures have disadvantage on the saving throw. On a failure the creature's speed is halved for the rest of its turn and it takes force damage equal to your proficency bonus. Flying creatures, who fail the save are pulled to the ground and take double your proficency bonus force damage.

Flow of Ki - Up
All allied creatures double their jump distance when they start their jump in the aura. When a hostile creature starts its turn completely covered by the aura, it has to make a Dexterity saving throw. Creatures with a flying speed have advantage on the saving throw. On a failure the creature begins to slightly hover above the ground not being able to move fowards or backwards or sidewards - their speed is 0 until the start of their next turn. 

 

Overpowering GraviKi

Starting at 17th level you choose one of the following Overpowering GraviKi feats. You can change the feat when you finish a long rest.

Advanced GraviKi Control

You finally mastered the art of overpowering other Ki with yours.

You gain the following benefits:

  • Whenever you hit a large or smaller creature with a attack that benefits from your GraviKi feature you can force the creature to make a Dexterity saving throw (DC=your Ki save DC). On a failure the creature is pushed 5 feet away from you and knocked prone.
  • You dont need to spend a ki point to use your Center of Gravity feature
  • While an aura from your Improved Gravity Control feature is active, you and your allies, who are completely covered by the aura, gain a plus 5 to their AC when targeted by a spell attack and have advantage on Dexterity saving throws forced by spells.

Ki Singularity

As an action you can spend 13 ki points to let your ki flow out of your body and concentrate at an unoccupied point up to 60 feet away from you, within your line of sight. Your ki forms a small sphere not bigger than a tennis ball. This "black hole" has a strong gravitational pull towards it when it comes to creatures and their ki. The gravitational pull has effects on all creatures within 60 feet of the black hole. The black hole counts as a spell when regarding saving throws forced by it (for example: magic resistance gives you advantage on the saving throws). You can choose a number of creatures up to a number of  your Wisdom modifier doubled. These creatures are not exposed to the following effects:

  • A creature who is starting its turn within 60 feet of the black hole has to make a Strength saving throw (DC= your Ki save DC + your proficiency bonus). Flying creatures have disadvantage on the saving throw. On a failure the creature is pulled 30 feet towards the black hole,  has its speed halfed and can't fly for the rest of the turn. On a success the creature is pulled 15 feet towards the black hole. 
  • If a creature, by the effect above, is pulled against the black hole or a strong, big or heavy enough object or creature (DM decides) the pulling effect stops and it continues its turn as normal but takes 5d8 force damage, being pressed against the obstacle.
  • The area within the gravitational pull is considered difficult terrain.
  • Creatures within 10 feet of the black hole can not use somatic components for their spellcasting and all attack rolls against them have advantage, while theirs have disadvantage. Furthermore these creatures automatically fail Dexterity saving throws.
  • All of the effects above work through walls and other obstacles.

The black hole and its effects vanish after 3 rounds of combat.

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