Base Class: Monk
These rare set of monks have realized theyre power through watching and learning from constalations and the night sky, allowing them to bend the ways of space around them. these Monks like to pressent themselvs as free spirited and full of fredom.
Shooting Star
Starting at 3rd level, as an action, you can dash forward 30 feet, leaving a blazing trail of starlight in your path. Anyone in the area you dashed through must make a dexterity saving throw, or take 2 rolls of your martial arts die in radiant damage, taking half damage on a success. You can only use this movement in a direction you have a movement speed for, and the movement does not provoke oppurtunity attacks
You can use this ability once every short or long rest, or you can spend 1 ki point to use it again
Otherwordly Expeariance
Also at 3rd level, you gain the ability to manipulate space in several minor ways
Otherwordly Footing: You gain advantage against any effect that would move you against your will
Otherwordly Attraction: You gain the ability to pull small objects towards you. As an action, you can cause every object within 15 feet of you that weighs 5 pounds or less to levitate harmlessly towards yourself. If any creature is holding such an object, it does not get pulled
Otherwordly Tounge: You learn to speak, read, and write Deep Speech
Gravitational Change
At 6th level, you gain the ability to change gravity around a single creature, either exponentially increasing or decreasing the pull gravity has on them. As an action, you choose a single creature within 30 feet of you, and they are subjected to one of two different effects
Gravity Increase: When a creature is subjected to increased gravity, their weight is counted as doubled, for the purpouses of carry weight. The creature must make a strength saving throw, or have their speed reduced to 0 and be knocked prone. They also take force damage equal to 3 rolls of your martial arts die, and any time they would take fall damage, the damage they take is doubled
Gravity Decrease: When a creature is subjected to decreased gravity, they count as practically weightless, and start to float as per the levitate spell. The creature must make a dexterity saving throw to grab onto something to keep them on the ground, but on a failiure or if there is no such hold, they start floating. While floating, the creature cannot move unless they have an independent fly speed, and any momentum they have keeps going until they collide with an obstacle. Any attack that hits them propels them 15 feet in a direction chosen by the attacker, and if they collide with a wall, they take appropriate amount of falling damage
Both of these abilties last for 1 minute, or until you lose concentration, as per concentrating on a spell. You can use either of these abilities once per short or long rest, or you can spend 2 ki points to use either one again
Orbital Debris
At 11th level, you gain the ability to make yourself the focus of a planetary orbit. As an action, you cause 5 pieces of nearby debris to start rapidly orbiting around your body. When this ability is active, you gain a bonus to ac equal to the amount of debris currently around you, and any creature that enters within 10 feet of you must make a dexterity saving throw, or take bludgeoning damage equal to 3 rolls of your martial arts die, taking half damage on a success. They make this saving throw the first time they enter that space, and at the beginning on each of their turns. As a bonus action on each of your turns, you may attempt to shoot one of these orbiting bodies towards a target. You roll to hit as if you were using a monk weapon with a range of 30/60, rolling damage equal to 2 rolls of your martial arts die.
You can use this ability once every long rest. But can activate it again for 4 ki points
Supernova Strike
At 17th level, you gain the ability to supercharge a strike with the power of an exploding sun. When you hit a creature with an unarmed strike, you can spend 4 ki points to cause an explosion of radiant power. The target takes an additional 4d10 radiant damage, and every creature within 20 feet of you, including the original target, must make a dexterity saving throw, or take 4d10 radiant and 4d10 force damage, and be pushed to the outside of the radius in a straight line away from you. On a success, they take half that damage, and are only pushed 10 feet away
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