Way of the Galaxy

by Gannoh2

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Way of the Galaxy

Not long ago, what seemed at first glance to be a meteor landed near a famous monastery. But upon inspecting the debris, the monks discovered a strange metallic box in which was bound a mystical tome. The tome said that it was written on a distant world called "Oerth." The tome spoke of a looming threat to all planets, one that every inhabitant of the galaxy needed to unite against.

But there was hope. In preparation for the coming struggle, mortals could study the tome and learn how to wield the power of the galaxy itself.

Cosmic Critical

Starting when you take this path at 3rd level, your stellar link allows you to empower your strongest blows even further. Once per round, when you score a critical hit, you can perform a special attack on the target. Choose one of the following effects.

Meteor. A small meteor hurls toward the target. It must make a Dexterity saving throw. If it fails, it takes bludgeoning damage equal to half your monk level and fire damage equal to half your monk level.

Moonblast. An image of the moon appears over the target and unleashes a blast of silver energy. It must make a Constitution saving throw. If it fails, it takes radiant damage equal to your monk level.

Void of Space. You attempt to momentarily banish the target to the freezing depths of space. It must make a Charisma saving throw. If it fails, it takes cold damage equal to your monk level.

Galactic Guardian

Beginning at 3rd level, your bond with the galaxy grants you a heightened ability to manipulate ki. You gain the following benefits.

Anti-Gravity. When you use your Step of the Wind feature, you float several inches above the ground until the end of your turn, allowing you to ignore difficult terrain. In addition, your jump distance is tripled rather than doubled.

Asteroid Belt. When you use your Flurry of Blows feature, tiny asteroids appear around you and spin rapidly. Each creature of your choice within 5 feet of you takes 1 bludgeoning damage. This damage increases to 2 at 9th level and 3 at 18th level.

Radiation Shield. When you use your Patient Defense feature, a faintly visible sphere of radiation surrounds you. The first creature that makes a melee attack against you before the start of your next turn takes 1d4 poison damage as the radiation sickens it. Unless the creature is a construct or undead, this damage ignores resistance and immunity to poison damage. This damage increases by 1 at 9th level and again at 18th level.

Invoke the Heavens

Starting at 6th level, you can reproduce several new types of celestial phenomena. You gain the following benefits.

Black Hole. As a bonus action, you can spend 2 ki points to ever so briefly conjure a minuscule black hole in an unoccupied space you can see within 30 feet of you. This space can be mid-air. Each creature within 15 feet of the black hole must make a Strength saving throw or be pulled 10 feet toward it. Creatures can "overshoot" it; for example, if a creature is 5 feet to the left of the black hole and fails its saving throw, it will be pulled 10 feet to the right.

If two or more creatures would be pulled into the same space, they collide, each taking bludgeoning damage equal to your Wisdom modifier. Roll randomly to see which creature now occupies that space.

Nebula. As an action, you can spend 2 ki points to create a vividly colored nebula. This acts like the Fog Cloud spell, except that the effect isn't dispersed by wind.

Shooting Star. As a bonus action, you can spend 2 ki points to summon a shooting star that bolsters you and your friends. Once before the end of your next turn, you and other creatures of your choice within 30 feet of you can roll a d4 and add the number rolled to an attack roll, ability check, or saving throw. This d4 can be added after the d20 is rolled, but before the DM says whether or not it's a success or failure.

Wormhole

Starting at 11th level, you can step through space. As an action, you can spend 4 ki points to create two portals, one in your space, and one in another space you can see within 60 feet of you. Until the end of your next turn, you and any creatures of your choice can step through a portal, appearing in the space containing the other.

Using a wormhole is a conscious effort, and while a creature restrained by another could be dragged through against its will, simply pushing a creature into a space containing a portal does not activate it.

If you look through a portal, you can see what is on the other side. Therefore, even charmed creatures will be unwilling to step through a portal if it would harm them.

Interstellar Traveler

Beginning at 17th level, you can explore the galaxy. You no longer need to breathe and can exist comfortably in the vacuum of space. When in space, you can float around at your walking speed, and you can ignore the gravitational pull of large objects. While in space, you can communicate telepathically with any creature within 1 mile of you.

As an action, you can choose any number of creatures within 30 feet of you. They gain the same benefits for the next 24 hours.

Once you use this feature, you can't use it again until you finish a long rest.

In addition, you can use your Wormhole feature to a far greater extent. When you use it, you can expend 10 instead of 4 ki points. If you do so, the distance at which the second portal appears becomes infinite.

Art Credit

Artful Diamonds
Olga Drebas
Background by Harry Guinness

A Thousand Screaming Suns

Beginning at 17th level, you can truly wield the awesome power of the cosmos. As an action, you can expend 6 ki points. Up to 1000 tiny suns appear in spaces you can see within 1 mile of you. The spaces can be mid-air. The suns remain for 1 hour. A creature that starts its turn in the same space as a sun or moves into a space containing a sun must make a Dexterity saving throw. Creatures take 2d6 fire damage and 2d6 radiant damage on a failure, or half as much on a success. A creature can take this damage only once per round.

You can spend an action to make all the suns go supernova. Each creature within 10 feet of an exploding sun must make a Constitution saving throw. If it fails, it takes 4d6 fire damage, 4d6 radiant damage, 4d6 thunder damage, and is blinded and deafened as the suns detonate in a monstrous roar and flash of light often heard and seen for miles. If it suceeds, it takes half as much damage. A creature in the area of more than one exploding sun is affected only once. Affected creatures can repeat the saving throw at the end of their turn, ending the effects on a success.

You cannot use this feature while previously created suns remain unexploded.

 

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