### Deva Path

The Deva Path, one of the Six Paths Of Pain, grants the user the ability to manipulate attractive and repulsive forces with objects and people.

Once this path is taken, your eyes begin a transformation. Your eyes become a dull shade of purple with black ripples surrounding them. All allies who share a Path Of Pain share a field of vision.

#### Shinra Tensei: Almighty Push

Starting when you choose this tradition at 3rd level, you learn to manipulate the gravitational forces surrounding objects and people.

As a bonus action on your turn, you may attempt to push an object or creature, of large or smaller size, that is within 30 feet of you, up to 15 feet away from yourself. The target must succeed a Strength Saving throw against your Monk Save DC or be pushed back. Large creatures have advantage on the Saving Throw. You must have at least one hand free in order to use this technique.

#### Shinra Tensei: Almighty Push Varient
By using one of your Attack Actions, your Almight Push deals 1d6 force damage. 

For every ***2*** Ki points you expend, the damage increases by 1d4 (see chart below for max Ki useable per Monk level).

#### Deflection
As a reaction, by spending ***1*** Ki point, you can attempt to deflect a low level ranged spell attack that you are targeted with using your Almighty Push. You make a Wisdom Saving Throw against the Spell Attack. If you roll higher, the attack is deflected. 

The level spell you are able to attempt to redirect depends on how many Ki points you use. At it's base, this technique can deflect Cantrips only. For every ***2 additional*** Ki points used you may attempt to deflect ***1*** spell level higher.

For example. It would take ***3*** Ki points to attempt to stop a First Level spell, ***5*** Ki points to attempt to deflect a spell of ***2nd*** level, etc.

The maximum number of ki points you can spend to deflect a spell in this way is determined by your monk level, as shown in the table below.


| Monk Level | Maximum Ki use |
|:----:|:-------------|
| 3-5  | 3 Ki Points |
| 6-8  | 5 Ki Points |
| 9-11 | 7 Ki Points |
| 12-14 | 9 Ki Points |
| 15-18 | 11 Ki Points |
| 19-20 | 13 Ki Points |




#### Banshō Ten'in: Universal Pull

Also starting when you choose this tradition at 3rd level, in addition to pushing objects or creatures away from you, you also gain the ability to pull them towards you.

As a bonus action on your turn, you may attempt to pull an object or creature, that is within 30 feet of you, and of large or smaller size, up to 15 feet towards yourself. The target must succeed a Strength Saving throw against your Monk Save DC or be pulled in. Large creatures have advantage on the Saving Throw. You must have at least one hand free in order to use this technique.



### Ki Rods/Chains

All Paths Of Pain share a set of abilities.  At level 6, as a bonus action, each Path can manifest Black Ki Rods to use in combat. These rods deal 1d6 slashing damage and have a thrown range of 20/60. 2 rods can be manifested at once. These Rods can only be formed once per combat.

Each path can also spend their action to conjure chains of energy to bind and restrain their target. The chains can be used on a target up to 60 feet away. The chains sprout from the ground and wrap around the target. They must succeed a Dexterity Saving throw equal to your Monk Save DC. The target makes a Strength Save at the start of each of their turns, using their action to do so, to attempt to break free if they are caught. These Chains can be used a number of times equal to your Wisdom Modifier per long rest.

#### Enhanced Push/Pull

Beginning at 11th level, you are able to control your powers over gravity more potently. Now, by using both of your hands, you can effect multiple creatures or objects with your Almighty Push and Universal Pull techniques. 

As an action, you may use a Ki point and choose to focus your power through both of your hands, pushing or pulling any creatures within 30 feet of you by 15 feet. Each creature you choose must make a Strength Saving throw against your Monk Save DC, taking 2d6 force damage and being pushed/pulled on a fail, or half damage on a success and not pushed/pulled.

You can expend an additional ***2*** Ki points to increase ether the area of effect,  distance pushed/pulled, or damage of the attack. Each additional set of Ki points adds an additional 5 feet to the radious of effect or distance pushed/pulled, or an additional 1d6 damage. See table for max Ki available to use.



#### Chibaku Tensei: Planetary Devastation

At 17th level, you can release a black sphere from your hands which acts as a center of gravity, drawing in everything in its surroundings to create an enormous satellite.

The satellite forms 60 feet above you. You can send the sphere crashing into the ground up to 120 feet away from yourself.

This impact causes an explosion with an affect radius of 60 feet. All creatures in the area must make Dexterity Saving throws against your Monk Save DC, taking 15d8 Force damage on a failed save, half as much on a save. You must have both hands free in order to use this technique. You gain 3 levels of exhaustion and are stunned after using this technique. This ability can be used once per long rest.

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