Gravitonic Archer (5e Subclass)
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Gravitonic Archer
Combining the gravity magic taught in Eloni's mage college with the power and finesse of a hunter.
- Quick Build
You can make a gravitonic archer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose either a longbow or a crossbow and buy one with ammunition. Finally studded leather armor, an explorer's pack, and some traveling essentials to round out your pack should leave you in a good starting spot.
Class Features
As a Gravitonic Archer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Gravitonic Archer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gravitonic Archer level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Longbows, shortbows, crossbows, daggers, shortswords
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Perception, Survival, Insight, Nature, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longbow and a quiver of 20 arrows or (b) a heavy crossbow and a quiver of 20 bolts
- (a) hide armor or (b) studded leather armor
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Keen Eyes | — | — | — | — | — |
2nd | +2 | Spell Casting, Gravitonic Might, | 2 | — | — | — | — |
3rd | +2 | Arcane Prowess | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement, Gravitonic Shield | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Keen Eyes Advancement | 4 | 2 | — | — | — |
7th | +3 | Gravitonic Might Advancement | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Gravitonic Force | 4 | 3 | 2 | — | — |
11th | +4 | Wormhole Shot | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Keen Eyes Advancement | 4 | 3 | 3 | 1 | — |
15th | +5 | Gravitonic Might Advancement | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Gravitonic Mastery | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Final Keen Eyes Advancement, Final Gravitonic Might Advancement | 4 | 3 | 3 | 3 | 2 |
Keen Eyes
At 1st level, your innate magic ability awakens allowing you to amplify your focus on your adversaries. After attacking a target, your following attacks versus the same target gain a +2 bonus to attack rolls.
At 6th level, your magic ability begins to show its power by enabling you to heighten your focus even further. Repeat attacks on a target upgraded to +4 to attack rolls and +2 to damage rolls.
At 14th level, your magical alertness grants you near precision accuracy when it comes to striking foes. When making repeated ranged attacks to the same target, add both your Intelligence and Dexterity mods to your attack and damage rolls instead of just Dexterity.
At 20th level, you become especially adept at finding weak points in enemies armor or physique. Your ranged weapon attacks are now critical hits on 18-20 when you're firing at the same target you've shot at previously.
Spellcasting Ability
Starting at 2nd level, your magic grows enough for you to start casting spells.
- Preparing Spells
The gravitonic archer table shows how many spell slots you have to cast your spells. To cast one of your gravitonic archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of gravitonic archer spells that are available for you to cast, choosing from the gravitonic archer spell list. When you do so, choose a number of gravitonic archer spells equal to your Intelligence modifier + half your gravitonic archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level gravitonic archer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of gravitonic archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.
- Spells Known
Your spells known equals your Intelligence modifier + half your gravitonic archer rounded down(minimum of 1).
- Spellcasting Ability
Intelligence is the spellcasting ability for your gravitonic archer spells.
Spell attack modifier = your proficiency bonus + your Dex modifier (unless stated)
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spellcasting Focus You can use a ranged martial weapon as a spellcasting focus for your gravitonic archer spells.
Gravitonic Might
You unlock the ability to imbued your kit and abilities with the power and kinetic force of gravity. Gravitonic Might uses the same arcane spell pool as your arcane abilities so choose wisely when using them.
At 2nd level, you can amplify the weight and kinetic force your projectiles have. Gain 2D6 damage per level of spell slot burned. In addition the target makes a STR save vs 5' knockback per level of spell slot burned.
At 7th level, you can use the pull of gravity to curve missed shots towards other hostile targets. As a bonus action. reroll the attack vs a different target within 60 feet of the original.
At 15th level, you gain the ability to amplify your shots into Black Hole Arrows. Black hole rounds deal 2D8 blugeoning damage (per spell level burned) in a radius equal to 5 feet per spell level burned and pull all targets affected 5' towards the initial impact. Targets make a Strength save vs half damage and no knockback
At 20th level, you gain Anti-Gravity Arrows. Targets struck by your arrows float into the air 10 feet per spell level burned. They are then are pulled to the ground with massively increased gravitational force taking 4D8 bludgeoning damage per 10 feet. Targets make a DEX save to grab onto something to prevent them lifting into the air.
Arcane Prowess
Whenever you imbued an arrow with the power of gravity, change it's damage type to magic
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Gravitonic Shield
At 4th level, as a bonus action you can focus your senses on the gravity surrounding you. As a reaction until the start of your next turn, you have a +6 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. Usable equal to INT mod per short rest
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Gravitonic Force
At 10th level, as a reaction you can focus the gravity around you into a force that blocks light projectiles for 1 min. Usable once per short rest
Wormhole Shot
At 11th level, you can channel your gravitonic magic ability into a wormhole boosting the speed and power of your arrow, your shot does more damage the further it travels. Deal 1D8 bonus damage at 30 feet, 2D8 at 50 feet, 4D8 at 80 feet, 8D8 at 100 feet, capped at 10D8 at 120 feet. Can be used twice per long rest
Gravitonic Mastery
Your mastery of the gravitonic forces lets you put so much kinetic energy into your shots they pierce through your targets. Shots penetrate through up to two additional targets
Gravitonic Archer Spell List
- 1st Level
Alarm, Cure Wounds, Detect Magic, Entangle, Hunter's Mark, Fog Cloud,
- 2nd Level
Barkskin, Dark Vision, Pass without Trace, Spike Growth, Web,
- 3rd Level
Daylight, Haste, Sleet Storm, Slow, Stinking Cloud, Wind Wall
- 4th Level
Dimension Door, Evard's Black Tentacles, Freedom of Movement, Grasping Vine, Stone Skin,
- 5th Level
Cloudkill, Hold Monster, Swift Quiver, Teleportation Circle, Telekinesis, Wall of Force
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