Way of the Crushing Fist
Monks that follow the Way of the Crushing Fist study the force of gravity, learning methods to manipulate and command this force to their will.
Subjective Gravity
At 3rd level, you can use a bonus action to choose a solid surface (such as a wall or ceiling) to function as ground for you. Gravity now pulls you toward this surface instead of downward. Only you and objects you wear or carry are influenced by this effect.
Crushing Blows
Also at 3rd level, your strikes carry the force of gravity with them. When you hit another creature with an unarmed strike, you can spend 1 ki point to attempt a crushing blow. The target must make on a Strength saving throw against your Ki save DC. On a failed save, the target's speed is reduced to 0 and it has disadvantage on Strength checks and Strength saving throws until the end of your next turn.
Force Wave
At 6th level, you can create waves of force around you. As an action, you create a 30-foot cone of force. Each creature in the area must make a Strength saving throw against your Ki save DC, taking 3d6 force damage on a failed save, or half as much on a successful one. All creatures that fail the save and any unsecured objects that are entirely within the area are either pulled 15 feet toward you or pushed 15 feet away from you.
Additionally, until the end of your next turn, the area counts as difficult terrain when a creature tries to move in the opposite direction of the force.
Gravity Pulse
Beginning at 11th level, you can increase the gravity around yourself, forcing your foes to the ground. As an action, you create a 10-foot radius of intense gravity centered on yourself for 1 minute. You can choose to spend ki points to increase the area's radius as a part of the same action. Each point you spend, up to a maximum of 5, increases the radius by 5 feet.
Each creature of your choice within the area must succeed on a Strength saving throw against your Ki save DC or be knocked prone. A creature that is prone in this way cannot stand up and takes 1d6 force damage at the start of each of its turns. Flying creatures that fail their save fall at a rate of 100 feet per round on your turn, taking fall damage as normal when they hit the ground.
A creature can repeat this saving throw at the start of each of its turns, ending the effect on itself on a success.
Directional Pull
At 17th level, you learn to manipulate the force of gravity on a creature as you please. As an action, you can choose a creature within 30 feet of you and spend up to 5 ki points to make it fall in a direction of your choice, moving 5 feet for every ki point you spend. At the end of this movement, the creature falls prone and must make a Strength saving throw against your Ki save DC, taking damage as if it had fallen 4 times the distance on a failed save, or half as much damage on a successful one.
Directional Pull Damage
| Ki Spent | Distance | Damage |
|---|---|---|
| 1 | 5 ft | 2d6 |
| 2 | 10 ft | 4d6 |
| 3 | 15 ft | 6d6 |
| 4 | 20 ft | 8d6 |
| 5 | 25 ft | 10d6 |