Base Class: Monk
Monks who follow the Way of the Falling Meteor study the arcing of celestial bodies across the cosmos. These monks master and manipulate that gravity, harnessing it in battle to unleash earth-shattering attacks.
Outside of battle, monks of the Way of the Falling Meteor may serve as oracles or astrologers, tracking the motion of the stars and the passage of asteroids. With their attention to the cosmos, they can project celestial bodies’ paths decades or even centuries in advance.
Adherent of the Arc
When you choose this tradition at 3rd level, you have trained in the arts of projecting the path of comets through the cosmos and have honed your body to mimic their incredible force. You gain proficiency in the Athletics and Nature skills if you don't already have it.
Additionally, you can use your Dexterity instead of your Strength when determining your maximum jump distance.
Fist of the Fallen Star
Also at 3rd level, you can channel your ki into a single strike to imbue it with the gravitational force of a meteorite. As an action, you can spend 1 ki point to make an unarmed strike. On a hit, the target takes an additional 2d8 fire damage, and if it’s a creature that’s Huge or smaller, it must make a Strength saving throw. On a failed save, it’s pushed 10 feet away from you and is knocked prone.
The additional damage you deal increases by 1d8 when you reach 6th level, then again at 11th level and 17th level.
Asteroid Body
At 6th level, you can mold your body into the perfect meteorite, launching into the air and falling to the earth to make a destructive crater. Whenever you use your Step of the Wind, your jump distance is quadrupled, rather than doubled.
Additionally, whenever you use your Slow Fall reaction, you can choose to create a meteoric impact. When you do, the ground in a 15-foot radius centered on you becomes difficult terrain, and each other creature on the ground in that area must make a Dexterity saving throw. On a failed save, they take magical bludgeoning damage equal to three rolls of your Martial Arts die and are knocked prone. A creature takes half damage and isn’t knocked prone on a successful save.
You can create a meteoric impact a number of times equal to your proficiency bonus. You regain all expended uses whenever you finish a long rest.
The damage of your meteoric impacts increases by one Martial Arts die at 11th level (for four rolls of your Martial Arts die) and again at 17th level (for five rolls of your Martial Arts die).
Tail of the Flaming Comet
Beginning at 11th level, you can move with the speed of a comet just before using a powerful attack. As part of your Fist of the Fallen Star, you can move up to your walking speed in a straight line without provoking opportunity attacks before making the attack. If you move at least 20 feet in this way, the target has disadvantage on its save on a hit. You can jump as part of this movement.
Cataclysmic Collision
At 17th level, you can deliver blows mirroring asteroids of extinction-level force. You can use your bonus action to send a devastating blow at a prone creature within 5 feet of you. The ground in a 20-foot radius of the target becomes difficult terrain, and the target must make a Dexterity saving throw. On a failed save, the target takes 10d10 magical bludgeoning damage plus 10d10 fire damage and until the start of your next turn, its speed is reduced to 0 and it can't benefit from any bonus to its speed. On a successful save, the target takes half damage and its speed isn't reduced.
You can take this bonus action once, and regain the ability to do so after you finish a long rest.
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