Path of the Gravity Weaver

Many monks focus on the manipulation of the opponent's body to be able to use their abilities. And while some hold a form of magic, nothing can quite compare to the overlying forces that keep our world together. Monks like these strive to harness these strange powers and use them for their own purposes, manipulating the very gravity that holds their world together.

Gravitational Manipulation

You learn the minor telekinesis cantrip. When you cast this spell, they do note require components, Wisdom is your spellcasting ability for these spells

Orbiting Objects

When you choose this Path, you begin to learn how to apply your control of kinetic energies to objects you throw at your foes. As part of the Attack action, you may use any non-living item that fits into your hand, such as a stone or mahjong piece, as a lethal implement. In your hands, these improvised weapons count as Monk Weapons with a range of 30 ft. The damage type of the attack depends on the object used (ie bludgeoning for a rock, piercing for a sharpened hairpin, etc.).

This same mastery of the fundamental principles of motions allow you to use actual thrown weapons with greater efficiency. When using a Thrown Weapon with which you are proficient, you do not suffer disadvantage to your roll for targeting foes beyond its normal range.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Gravitational Momentum

Starting at 6th level, you can change the direction gravity pulls you. You can spend 3 Ki points to cast the fly spell. If you cast it on yourself and have a movement speed greater than 60, you can use your movement speed instead of the spell's movement speed.

Improved Orbit Strikes

Starting at 6th level, attacks from your orbiting objects now count as magical for the purposes of overcoming magical resistances.

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Gravitational Field

Beginning at 11th level, you are able to manipulate the gravity around you at the cost of your maneuvaribility. When you take the attack action, you may replace your attacks to spend 2 Ki Points to emit a field of intense gravitational energy downwards that lasts for up to 1 minute, until you’re incapacitated, or until you move more than half your speed during a turn.

On the turn you activate this ability, a 10 ft radius field in a place of your choosing within 60 feet of you becomes difficult terrain as gravity bears down on everything and everyone nearby. All creatures of your choice in the area when the field is activated or when they first enter it must also make a Strength saving throw or fall prone and suffer magical bludgeoning damage equal to one roll of your Martial Arts die. On a successful save, creatures suffer half damage and aren't knocked prone.

Creatures knocked prone in this way must succeed on a Strength saving throw at the beginning of their turn while still within the field to stand up. On a failed save, the creature can still act normally, but must remain prone.

As a bonus action on each of your turn, you may spend 1 Ki to take a special Shove action against a target within the field's effect. Directing waves of gravitational forces at the target, you can force the target to make a Strength saving throw. On a failed save, they either fall prone and suffer damage as detailed above, or are pushed 10 ft directly away from you.

Spatial Mastery

Starting at 17th level, you have mastery over gravity has transcended all limitations. You can cast telekinesis or Bigby's hand twice before needing to take a long rest. When you cast these spells, they do not require components, Wisdom is your spellcasting ability for these spells.

Additonally, when you cast the levitate spell on yourself, you can move horizontally without needing an external surface or object to push or pull against. This still counts as climbing.

Minor Telekinesis

transmutation cantrip

Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 1 minute

Your mind has become attuned to the invisble string that attach all objects, enabling you to use a weak form of telekinesis to lift and move and object not already held or worn by someone weighing no more than 5 pounds.

You can maintain this power on up to three objects at one time