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Ttttttt
2022-04-19, 10:03 AM
Hello,
In the next few months, I'm going to be running a game in a homebrew world of mine and one of my players and I have been trying to homebrew a monk subclass. In the world, one of the moons crashed into the earth and it soon was found out to possess gravitational abilities (this was used to crease airships, flying cities, etc.). He wants to play a monk subclass that has gravity-type abilities and wanted to know if any of you had any ideas for abilities that I can use?

The only ability I have as an idea so far is...
Aura of the Fallen Moon

3rd-level Way of the Fallen Moon feature
At 3rd level, you’ve learned how to affect gravity in a space around you. As an action, for the next minute, an aura of dim blue-hued moonlight fills the space around you to a radius of 15ft centered on you. When a hostile creature starts its turn in the aura, its speed is halved. When a creature ends its turn within the aura, it must make a strength saving throw against your Ki save DC or be knocked prone. Once you use this feature once, you must finish a short or long rest before you can use it again.

but I'm not sure if it's too strong or weak so if anyone has any criticism on how this can be balanced please let me know!

Thanks!

Peelee
2022-04-19, 10:26 AM
The Mod on the Silver Mountain: Moved to homebrew.

heavyfuel
2022-04-19, 10:30 AM
It's too weak. 1 use per rest, costs an action, only lasts a minute, basically only works in melee, has a Save, and all it does is some soft-CC.

Usually, the first subclass ability is something that defines the subclass and is pretty powerful. This isn't. Even making it a Bonus action would be bad, since Monks are extremely starved for Bonus actions.

Make it "whenever you use Ki, you can choose to activate this ability for 1 Round" (but write it more beautifully). It would still be on the weaker side, but at least you'll see more consistent use.

Segev
2022-04-19, 10:47 AM
Hm. Interesting theme! I will take a crack at it.

Weight of the Fallen Moon
3rd level feature
When you dedicate yourself to the tradition of the Fallen Moon at third level, you learn to manipulate the force of gravity with your ki. Your body becomes lighter or heavier at your will, allowing you to add your proficiency bonus to all Strength checks. This stacks with proficiency in relevant skills, but will not permit you to add more than twice your proficiency to any check (e.g. if you have expertise). You may use Strength instead of Dexterity to calculate your armor class when using Unarmored Defense.

Hand of the Fallen Moon
3rd level feature
When you enter this tradition at third level, you gain the ability to manipulate nearby objects and creatures with gravitational power. You learn the mage hand cantrip, and your mage hand manifests as a blue aura surrounding items it is manipulating. You may spend a point of ki when you take the attack action on your turn to enable your mage hand to deliver special attacks and unarmed strikes or wield monk weapons until the start of your next turn.

Weight of the Fallen Moon
6th level feature
The crushing weight of the Fallen Moon suffuses your ki when you reach sixth level in this tradition. When you make an attack on your turn, you may spend 1 ki to replace that attack with a shove attempt against every creature within 15 feet. You may choose to instead grapple any creatures that you could shove but which are already prone; creatures grappled in this way do not require any of your limbs to maintain the grapple as long as you remain within 15 feet of them.

Grip of the Fallen Moon
11th level feature
At eleventh level, you learn to manipulate gravity much more strongly. You can cast telekinesis as an action by spending 3 ki, using only somatic components. If you lose concentration on it for any reason, you may immediately spend 1 ki to maintain the spell until the start of your next turn without concentration. You must either resume concentrating on the spell or spend another point of ki at the start of your next turn, or the spell ends.

World-Shattering Impact
17th level feature
When you achieve 17th level in this tradition, your blows emulate the devastation wrought when the Fallen Moon impacted the world. Your attacks deal triple damage against objects and structures. By spending any number of ki, you may strike the ground or another structure in order to cause fragments large enough to stand on to shatter off of it and scatter throughout a space no larger than the structure, or up to 10 feet in radius per ki point spent, whichever is smaller. The terrain within this area becomes difficult for everyone but you, and debris and chunks of material large enough to stand on hover throughout, allowing any creature within to assume there is solid ground to jump to if they can succeed on a Strength(Athletics) check equal to your ki ability DC.

The debris field remains held aloft by your gravitic ki for one minute, after which everyone in the area except you must make a Dexterity save to avoid the falling ruin or take 5d10 bludgeoning damage. You may end the effect early as an action on your turn, resulting in the same rain of deadly debris. At the DM's discretion, the ground may remain difficult terrain thereafter until it is somehow cleaned up.

BerzerkerUnit
2022-04-19, 11:19 AM
I had a monk that had a few gravity powers.

The rest is black hole themed but you can give it a look and steal what you like for a home game.

https://docs.google.com/document/d/1eQhaB2lu-b8WaqOXNkR_ZVlScXBa4Njj0Zjjr8BoxLA/edit

Garfunion
2022-04-19, 12:33 PM
Gravitational Anchor
At 3rd level, when you hit a creature with a monk weapon within 60ft of you or with an unarmed strike, you can spend 1 ki point to reduce the creature’s speed by number of feet equal to your unarmored movement (this effect stacks). If the creature’s speed is reduced to 0 in this way it is knocked prone. Both of these effects last until the end of the creature’s turn.

Gravity Manipulation
Also at 3rd level, you learn the Gust cantrip and can alter some of its effects.
•you can pull a creature to you instead of push and the creature can choose to fail the save.
•you can pull the object to you instead of push
•you can spend 2 Ki to cast this spell as a reaction.

Personal Gravity
At 6th level, you can manipulate your personal gravity in the following ways.
•you can choose to reduce your normal weight(not including what you wear and carry) down to 5 pounds.
•you can calculate your jump distance and the amount you can push, pull, and carry as if you had a strength ability score of 24.
•you have advantage on strength ability checks.
•at 9th level you also gain the ability to move along ceilings on your turn without falling during the move.

Gravitational Force
Also at 6th level, when you do damage to a creature affected by your gravitational anchor, you may do additional force damage equal to martial arts die. You can use this feature only once per turn.

Gravitational Flurry
At 11th level, when you make an unarmed strike with Flurry of Blows, you can use Gravitational Pull with that strike without spending the ki point for Gravitational Pull.

Meteorite
At 17th level, you can spend 5 Ki points to cast Meteor Swarm spell. You can’t use these features again until you finish a long rest.

Yakk
2022-04-19, 03:44 PM
Hand of the Falling Moon
Starting at 3rd level, the first time on a turn you strike a specific creature with an unarmed attack, they must make a Strength saving throw or be pushed 5'. If they fail the Strength saving throw you can expend 1 Ki to also knock them prone.

Orbit of the Fallen Moon
Starting at 3rd level you can cast the Mage Hand cantrip as a bonus action without using components. The Mage Hand is invisible, requires a bonus action to control, remains exactly 30' away from you (following you if you move away from it).

Weight of the Falling Moon
At 6th level, you can manipulate the force of gravity applies to you. Your horizontal jumping distance is doubled, and your vertical jumping distance is equal to your horizontal jumping distance, and you gain resistance to Bludgeoning damage (including Falling damage and damage from Bludgeoning weapons). In addition, you gain a climbing speed equal to your movement speed, and can climb without using your hands.

Finally, when you use your reaction to Slow Fall, you may also attempt to impact on a target. Make an unarmed strike as part of the slow fall reaction; if the strike hits, it deals additional damage equal to the damage reduced by Slow Fall. After doing this once, you must complete a short rest or expend 3 Ki to do it again.

Impact of the Falling Moon:
At 11th level, once on your turn when you make an unarmed strike you expend a Ki per creature to repeat it on every creature of your choice within 30'.

You also gain a fly speed equal to your movement speed. If you end your turn in the air, you must spend 1 Ki or fall.

Singularity Slingshot:
When a creature makes a melee attack on you, you may expend a point of Ki to make them reroll the attack with disadvantage. If the reroll misses, you can move them up to 30' in a strait line through your space and knock them prone, as you manipulate gravity to slingshot them past you. They cannot get up until the end of your next turn. Once you have successfully slingshotted someone, you cannot do it again until you complete a short rest.