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Gravitational Vectors

Gravitational Vectors

Monks of the Way of the Gravitational Vectors have trained to channel the fundamental forces of gravity and kinetic energy through their bodies, allowing them to manipulate movement, weight, and force. They can increase or decrease gravity around themselves or their opponents, launching themselves across the battlefield and redirecting the energy of attacks. These monks combine martial skill with gravitational control, making them unpredictable and powerful.  

Redirection Palm

Starting at 3rd level, you can use your control over kinetic energy to deflect and redirect the force of attacks. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to redirect the force of the attack. Choose a creature within 5 feet of you other than the attacker. The chosen creature must make a Dexterity saving throw against your Ki save DC or take force damage equal to your Martial Arts die and be pushed 5 feet back. You can use this feature a number of times equal to your proficiency bonus, refreshing on a long rest.    

Weightless Step

At 3rd level you have learned to alter gravity around yourself, making your movements fluid and nearly weightless. As a bonus action, you can spend 1 ki point to reduce your effective weight to nearly nothing for 1 minute. While in this state:
  • Your movement speed increases by 10 feet.
  • You gain advantage on Dexterity saving throws.
  • You can ignore difficult terrain and are immune to the effects of spells or abilities that would impede movement.
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    Forceful Strike

    At 6th level by controlling the direction and momentum of your attacks, you can add explosive force to each strike. When you make an unarmed strike, you can spend 2 ki points to increase its power. The target must make a Strength saving throw against your Ki save DC.
  • On a failure: The target is pushed back 15 feet and takes extra force damage equal to your Martial Arts die.
  • If the target collides with a solid object or another creature as a result of being pushed, both the target and the object (or creature) take an additional 1d8 bludgeoning damage.
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    Gravitational Pin

    At 11th level your control over gravitational forces allows you to root others to the ground, anchoring them in place.
  • Effect: As an action, you can spend 3 ki points to increase the gravity around a creature you can see within 30 feet, attempting to immobilize them.
  • The target must succeed on a Strength saving throw against your Ki save DC or become restrained for 1 minute.
  • While restrained, the target has disadvantage on Dexterity saving throws, and their movement speed is reduced to zero.     The creature can make a Strength saving throw at the end of each of its turns to end the effect.  

    Gravity Sway

    At 17th level, you can unleash a powerful wave of gravitational energy that disrupts the battlefield, altering the forces of movement around you. As an action, you can release a 30-foot-radius wave of gravity manipulation centered on yourself. Creatures in the radius must make a Dexterity saving throw against your Ki save DC. On a failure, they are:
  • Lifted 20 feet into the air and restrained by gravitational force, unable to move or take reactions for 1 minute.
  • Creatures lifted in this way can make a Strength saving throw at the end of each of their turns to end the effect and fall safely.
  • If they fail the saving throw by 5 or more, they become prone upon hitting the ground when they finally escape.

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