Base Class: Monk
The Warriors of Gravity have, through intense training learned how to tug on the weave and wield it to shift the space around themselves. Wielding control over Gravity these warriors have began to tap into space itself and use it as a weapon.
Level 3: Orbit
Beginning at 3rd level when you choose this archetype, you can use a bonus action to add a small object to orbit around you. The number of objects that can orbit you are limited to a number equal to your Wisdom modifier. The object must be within 30ft of you.
Also as bonus action, you can shoot an object from your orbit by making a ranged attack roll. Your ranged attack will use your wisdom mod for the attack bonus. The damage is equal to one roll of your Martial Arts die. This damage increases by adding one more roll of your Martial Arts die at level 5 (2d8), at level 11 (3d10), and at level 17 (4d12).
At 6th level, you may add your Wisdom modifier to your damage and the damage of the attack is considered magical.
This attack does not have disadvantage for being within 5ft. If you use an action to attack, you may add another small object into your orbit. The object must be within 30ft of you. You cannot regain objects if you use this feature as a bonus action. Your range for this ability is 30/120ft.
Level 3: Particle Displacement
At 3rd level you gain the following benefits:
- You constantly hover 1ft off the ground allowing you to avoid difficult terrain and avoid hazardous floors.
- You gain immunity to being deafened and gain Proficiency in perception if you do not have it already.
- When attempting to jump you can use your Dexterity in place of your Strength.
As a Magic action, you can spend 1 Focus Point to cast the Thunderwave spell at 1st level. By expending 1 additional Focus Point after the first you can upcast the spell by two levels to a max of 9th. You gain the ability to upcast the spell upon reaching certain milestones, 3rd level (5th Level Casting), 11th level (6th Level Casting) and 17th level (9th Level Casting). 2 Focus Points cast Thunderwave at 3rd level and so on.
You can also use a Magic action to cast the Levitate spell by expending 2 Focus Points.
The DC for these spells is equal to your Monk Save DC.
Level 3: Deafening Blast
At 3rd level, as an action you can spend 1 Focus Point to unleash a deafening blast of energy towards a target of your choice that you can see within 40ft of you. Make a ranged spell attack. On a hit, the target must succeed on a Constitution Saving throw with disadvantage or become deafened until the end of your next turn. They also take 2d8 force damage. This damage increases by 2d8 at level 5 (4d8), at level 11 (6d8), and at level 17 (8d8).
At level 6, you may add your Wisdom modifier to your damage. The DC for this ability is equal to your Monk Save DC.
Level 6: Center Of Gravity
At 6th level, your center of gravity gives your unarmed strikes a significant boost in strength, amplifying the output of energy in your attacks. You gain the following benefits while you are unarmed and not wearing armor or wielding a shield:
- Your Unarmed Strikes do additional damage equal to your Wisdom modifier.
- You have advantage on any checks made to not fall prone.
- You gain resistance to Force damage.
- You can use your reaction to negate an instance of fall damage.
Level 11: Master of Weight
At 11th level, as part of your Step of the Wind monk feature you can choose to make one massive leap. You leap into the air a distance equal to your movement speed and when you come down your weight is multiplied tenfold to deal great damage. The first attack made directly after your leap deals an additional 1d6 bludgeoning damage per 10ft traveled to that creature or object to a max of 12d6. Other creatures and objects within 10ft of your landing point must succeed on a Dexterity Saving Throw or become prone, the creature you attacked makes this save with disadvantage. This damage counts as magical when overcoming resistances. The DC for this ability is equal to your Monk Save DC.
Level 17: Sonic Boom
At 17th level, you can use an action to spend 6 Focus points to explode a sonic boom, in a 60ft radius centered on you. Creatures and Objects of your choice in this range must roll a constitution saving throw. On a failed save, all targets suffer 8d6 force damage and are Stunned for one minute or until succeeding on the Constitution saving throw made at the end of each of their turns, on a success the targets only take half damage. The DC for this ability is equal to your Monk Save DC.
Previous Versions
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4/10/2026 6:42:39 PM
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4/14/2026 4:19:13 AM
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