Base Class: Monk
Warriors who follow the Way of the Dying Star practice the enigmatic martial doctrines steeped in the cosmic truths. Through intense discipline, those who devote themselves to the teachings learn to influence the inherent ebb and flow of gravity through everything, moving effortlessly through space. Mimicking the natural movement of the cosmos, they learn to harness the pull of celestial bodies, channeling the immense force of gravity in their strikes and movements. Embracing the inevitability of cosmic decay, they discipline themselves with a worldview centered around nihility, and their techniques focus on disrupting their enemies' defenses and embracing the void with each swift strike. There are legends of revered masters from this tradition, individuals said to be able to command the forces of the universe and align themselves with the solemn majesty of the stars.
Dread it, run from it, everything must inevitably end.
Peculiar Praxis
When you choose this tradition at 3rd level, your peculiar martial arts training leads you to master the use of specialized weapons and to align yourself with the gravitational pulls of the cosmos to restrict your enemies and unleash debilitating blows.
Esoteric Enlightenment. Keeping oneself tethered is a major focus of your martial ideologies. As a result of such practices, you have proficiency with the chain, the grappling hook, the net, the shepherd crook, the tetherhook, and the whip. You treat them as both monk weapons for the purposes of making and resolving attacks, as well as specialized tools with which you are proficient for the purposes of making ability checks to interact with the world around you. While wielding these weapons, instead of making an attack, you can attempt to Grapple the target without having to have a free hand. Additionally:
- You can replace a net's save DC with your Monk Save DC. It deals bludgeoning damage equal to your Martial Arts die on a hit.
- When you use a chain as a monk weapon, it is a melee weapon with the heavy, reach and two-handed properties and the topple mastery. It deals bludgeoning damage equal to your Martial Arts die on a hit.
- When you use a grappling hook as a monk weapon, it is a melee weapon with the reload (1) and two-handed properties and the sap mastery. It deals piercing damage equal to your Martial Arts die on a hit. If you have a rope tied to it, it also has the special (see below) and thrown (25/50) properties.
Special: If the creature targeted by the attack is at least two sizes larger than you are, you can attempt to lodge the grappling hook into or around its body and climb onto it with a DC 15 Dexterity (Acrobatics) check. The affected creature can try to shake you off with a Strength (Athletics) check contested by your Dexterity (Acrobatics) or Strength (Athletics) check. While you are climbing onto another creature in this way, you move with it whenever it moves, you can't move further than 50 feet away from it unless you let go of the rope and/or the grappling hook, and it has disadvantage on attack rolls against you.
Shackling Strikes. You know how to manifest the martial ideologies of staying tethered as a binding force. Whenever you hit a flying, levitating, or otherwise airborne creature with a melee monk weapon or an unarmed strike, you can spend 1 focus point to force it to make a Strength saving throw against your Monk Save DC. On a failed save, its speed is reduced to 0 until the end of your next turn, and it begins falling. On a successful save, it does not fall, and its speed is only halved until the end of your next turn.
Additionally, once per turn when you inflict the grappled, prone, or restrained condition on another creature, you can make an unarmed strike against that creature as a Reaction. Starting from 6th level in this class, you can also make this special attack with a monk weapon instead of your unarmed strike; and starting from 11th level in this class, this special attack requires no action.
Violent Vortex
Starting from 3rd level, you can also briefly manipulate the gravitational pull around you.
As a Magic action, you can emit a strong gravitational pulse. Each other creature in the 10-feet Emanation originating from you must succeed on a Strength saving throw against your Monk Save DC. On a failed save, each affected creature takes force damage equal to two rolls of your Martial Arts die and suffers one of the following effects, chosen when you use this feature:
- Each affected creature is moved up to 10 feet vertically.
- Each affected creature is moved up to 20 feet horizontally towards or away from the center of the Emanation.
- Each affected creature becomes restrained until the start of your next turn.
On a successful saving throw, the damage is halved, and it suffers no additional effect. Huge or larger creatures automatically succeed on this saving throw. Large or smaller unattended objects in the area take maximum damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest. While you have no uses available, you can spend 2 focus points to use this feature again.
When you reach 11th level in this class, your mastery of the technique deepens, granting it the following improvements:
- The range of the Emanation is increased to 20 feet. You can spend 1 focus point to have it originate from a point you can see within 30 feet of you instead of yourself.
- Huge or larger creatures no longer automatically succeed on the saving throw against this feature, though they have advantage on the saving throw.
- Unattended objects within the area take maximum damage, regardless of their size.
- When you take the Attack action, you can replace one of your attacks with a use of this feature instead of using it as a Magic action.
- The damage increases to three rolls of your Martial Arts die if you use this feature as a Magic, or remains as two rolls if you use it as part of your Attack action.
When you reach 17th level in this class, your mastery of the technique becomes perfected, granting it the following improvements:
- The range of the Emanation is increased to 30 feet. You can spend 1 focus point to have it originate from a point you can see within 60 feet of you instead of yourself.
- Huge or larger creatures no longer have advantage on the saving throw. Instead, they have disadvantage.
- Buildings, vehicles, and other types of complex or composite structures are affected as if they were a singular object.
- The damage increases to four rolls of your Martial Arts die if you use this feature as a Magic action; three rolls if you use it as part of your Attack action, or two rolls if you use it as part of Inevitable Implosion.
Grounded Guard
Starting at 6th level, you can harness the gravitational pull on your own body to firmly maintain your stance.
As a Bonus Action on your turn, as a Reaction when you would be moved against your will, or when you use Deflect Attacks, you can spend 2 focus point to anchor yourself in place. If you do, until the start of your next turn, your speed becomes 0, you can't be moved or knocked prone, and you add your Wisdom modifier (minimum of one) to the damage reduction calculation of Deflect Attacks.
Starting from 17th level in this class, instead of adding your Wisdom modifier to the damage reduction calculation of Deflect Attacks, you instead reduce an amount of damage equal to your Wisdom modifier (minimum of one) from each attack that hits you while in Grounded Guard.
Astral Ascent
Also starting from 6th level, you learn to use opposing gravitational attractions to your advantage, allowing you to stride and glide across greater distances.
When you use Step of the Wind, you can spend 1 additional focus point to triple your jump distance instead of doubling.
Additionally, you can use the highest among your Strength, Dexterity, and Wisdom scores for the distance calculation for your long jump, and similarly, the highest among your Strength, Dexterity, and Wisdom modifiers for your high jump instead of only your Strength score and modifier.
Starting from 11th level in this class, you can add the two highest among your Strength, Dexterity, and Wisdom scores for the distance calculation for your long jump, and similarly, the two highest among your Strength, Dexterity, and Wisdom modifiers for your high jump. You can still only jump as far or as high as your speed would allow.
Starting from 17th level, you can add all three, and you can jump higher and further than your speed would allow.
Divine Descent
Starting at 11th level, you have learned to harness the gravitational force of your fall, deftly controlling and channelling it into your techniques.
You gain the following modifications for Slow Fall:
Cruising Comet. When you use your Reaction to use Slow Fall, you can also glide in the air, moving horizontally up to a distance equal to your movement speed. This movement provokes attacks of opportunity. Additionally, you can extend the effects of Slow Fall to others by spending 2 focus points. If you do, choose up to a number of falling creatures equal to your Wisdom modifier (minimum of one) that you can see within 30 feet of you and divide the damage reduction granted by Slow Fall among them. If you spend 2 more focus points, you can also retain the full benefits of Slow Fall on yourself.
Calamitous Comet. When you would fall from 60 feet or higher, you can use your Reaction and spend 3 focus points to increase the force of your fall instead of using Slow Fall to descend on your foes with the power of a falling star. If you do, calculate the amount of fall damage you would take with your fall distance doubled. When you reach the ground (or any surface you can stand on) at the end of your fall, each creature within 10 feet of your landing point must make a Dexterity saving throw. On a failed save, it takes force damage equal to two rolls of your Martial Arts die plus thunder damage equal to two rolls of your Martial Arts die, and it is pushed away from you horizontally (the distance equals your actual fall distance), landing prone. On a successful save, it takes half as much damage and is pushed only half that distance.
If your fall was a result of using Grounded Guard, the force damage and thunder damage are increased to three rolls of your Martial Arts die each.
Inevitable Implosion
At level 17th, your senses have become exceptionally attuned to the subtle yet ever-present cosmic flow of gravity around you, your mind have fully embraced the inevitable end of all things, and your body a perfect vessel to channel such powers to usher forth the end.
As a Magic action, you can spend 5 focus points to begin generating a powerful pulse that distorts gravitational forces in a 30-foot Emanation around you. You can maintain it, as if concentrating on a spell, for up to one minute, as a Magic action on subsequent turns. While the Emanation persists, you can use Violent Vortex as a Bonus Action by spending 3 additional focus points, expending one of its uses. Each time you maintain the Emanation or use Violent Vortex in this manner, and both the Emanation's range and your speed are cumulatively reduced by 5 feet.
Whenever the Emanation enters a creature's space, and whenever a creature enters the Emanation or ends its turn there, the creature must make a Constitution saving throw against your Monk Save DC.
On a successful save, it takes force damage equal to two rolls of your Martial Arts die, and until the start of your next turn, its speed is halved, and it has disadvantage on Strength saving throws and Constitution saving throws made to maintain concentration. On a failed save, until the end of your next turn, it is restrained, it has disadvantage on Strength and Constitution saving throws, and it can't take reactions nor maintain concentration.
When the maximum duration for the Emanation has been reached, when the range of the Emanation reaches 0 feet, or when you use Calamitous Comet, the accumulated energy turbulently explodes outwards, and the Emanation ends. Each creature within 30 feet of you when the Emanation ends must make a Strength saving throw against your Monk Save DC, taking force damage equal to ten rolls of your Martial Arts die on a failed save or half as much on a successful one. This effect is resolved before the effects of Calamitous Comet.
A Construct takes twice the force damage from this feature. Objects automatically fail the saving throws and take twice the amount of maximum damage.
Comments