Gravattack (5e Class)

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Gravattack Warrior[edit]

Creating a Gravattack Warrior[edit]

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You can see several groups of warriors, forced to kneel, some who can not withstand the pressure are buried in the ground, one looks up to see a person who seems to be floating in the air, a bulky armor covers him, the slits of his helmet glow blue showing his power, the person in question raises his hand and along with it all the warriors are lifted into the air to a great height, the person responsible simply lowers his hand, and all the warriors fall at a terrifying speed crashing to the ground, being seriously wounded.

A Gravattack Warrior, is a warrior who has learned to control one of the great laws, gravity, these manage it in a way that fight with one of them, would literally defy gravity, these warriors managed to dominate this force using the understanding of it, so as to be able to be able to use it to their advantage, the Gravattack used the planet as a guide, they were in tune with mother earth how to control this force, through trial and error, they were able to understand the workings this universal force, they reached a level that can affect the gods, often the gods mock the laws of this world, but one of the Gravattack Warriors taught them, that a force like gravity must be respected.

Quick Build[edit]

You can make a Gravattack Warrior quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Soldier background for variety.

What made you follow the path of a Gravattack warrior? Can I use this wisdom to be an advocate? Or something much more personal? A Gravattack Warrior are generally legal, they learned from discipline and honor, but there are also cases where evil has reached these warriors, others are neutral, these would be what take control to a divine level, they know how destructive they can be become, so they only act when is necessary.

Class Features

As a Gravattack Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Gravattack Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gravattack Warrior level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Insight, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 4 javelins or (b) Leather Armor and a longbow with 20 arrows or (c) Chain mail and short sword
  • (a) Martial weapons and a shield or (b) Two martial weapons
  • (a) light crossbow and 20 bolts or (b) two hand axes
  • (a) dungeoneer's pack or (b) burgler's pack

Table: The Gravattack Warrior

Level Proficiency
Bonus
Features Gravity Strikes
1st +2 Basic Principles, Weightless 2d4
2nd +2 Gravity Strikes 2d4
3rd +2 Gravitational Zone 2d4
4th +2 Ability Score Improvement 2d4
5th +3 Extra attack, Gravity Shield 2d6
6th +3 2d6
7th +3 Gravity Fields 2d6
8th +3 Ability Score Improvement, Gravitonic Distortion 2d6
9th +4 2d6
10th +4 Limit Break, Orbit 2d8
11th +4 2d8
12th +4 Ability Score Improvement, Master Control 2d8
13th +5 2d8
14th +5 Gravitational Zone Improvement 2d8
15th +5 2d10
16th +5 Ability Score Improvement, Gravity Shield Upgrade 2d10
17th +6 2d10
18th +6 Reverse Polarity 2d12
19th +6 Ability Score Improvement, Black Hole 2d12
20th +6 Lord of Gravity 2d12

Furthermore, all abilities of the Gravattack Warrior are considered non-magical and are purely ability based. The Gravattack Warrior effect are not affected by spells or abilities like Counterspell, Dispel Magic, antimagic cones, ect.

Basic Principles[edit]

At 1st level, with an action you touch an object, you can make its weight double or do it completely weightless, this effect lasts for one hour, you cannot use it on creatures because your control is not yet refined.

Weightless[edit]

At 1st level, your manipulation of the gravity around you means that carrying heavy equipment does not harm you in any way. You suffer no weight penalties from your equipment and you cannot become encumbered by your equipment, also You don't suffer any disadvantage on movement or Dexterity (Stealth) checks for wearing armor or carrying equipment, and you ignore the heavy property of weapons. You can wield a two-handed weapon as though it were a one-handed weapon, as well as treating all versatile weapons as if you were wielding them with both hands when you wield them in one hand. Additionally, you can dual wield weapons that don't have the light property.

Gravity Strikes[edit]

At 2nd level, You have learned to manage gravity effectively to strengthen your weapons, being able to manipulate its gravity allows you to put more force into your blows, when you use a melee weapon you can use the centrifugal force in your favor, add 2d4 of force damage (The additional damage increases to 2d6 at 5th level, 2d8 at 10th level, and 2d10 at 15th level and 2d12 at 18th level.) and you can add your modify of wisdom to attack and damage rolls, as force damage. your unarmed hit becomes a d6 + your Wisdow modifier of force damage, with your control, you know how to make a hit heavier.

Fighting Style[edit]

At 2nd level and then again at level 5, you adopt a special fighting style, called a gravitational wave, as your specialty. Choose one of the following options. You can't take a gravitational wave option more than once, even if you later get to choose again.

Continuous Gravitational Wave

You gain a +2 bonus to attack rolls you make with ranged weapons.

Stochastic Gravitational Wave

While you are wearing armor, you gain a +2 bonus to AC.

Burst Gravitational Wave

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Compact Binary Inspiral Gravitational Wave

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Linearly Polarised Gravitational Wave

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You don't need a shield.

Bipolar Gravitational Wave

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Also, you do not take penalties from dual wielding.

Gravitational Zone[edit]

In the 3rd level, you can manipulate the flow of gravity in the area around you. On your turn, you can create a Gravitational Zone around you as a bonus action. The Gravitational Zone covers everything in a sphere of 15 feet around you, and moves with you, causing the following effects: (this does not affect the creatures you consider allies).

  • Lethal Attraction: Whenever a creature enter the field or start its turn there, you can cause it to move in your direction as a reaction. The creature must succeed on a Strength saving throw, or be pushed to an unoccupied space within 5 feet of you. In addition, If the creature is dragged, you can make a melee attack against it. If you hit, apart from the damage you inflict, you add 1d4 additional points of damage. The additional damage increases to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 18th level.
  • Push: with an action You can make creatures within your aura make a Constitution saving throw, on a failure the creatures are pushed 5 feet receiving 3d8 + Wisdow modifier of force damage and are knocked down, on a successful roll the creatures are not knocked down and also not pushed.
  • Under pressure: You exert a great pressure within your Gravitational Zone, creatures within your aura that you consider enemies will have their movement speed halved and due to the pressure on their bodies you prevent them from having the agility and reflexes that they normally have. They cannot use reactions and have disadvantage in dexterity saving throws. (this is a passive ability).

When your Gravitational Zone, and other Gravattack Warrior features, require a saving throw, you calculate the DC as follows: Gravity save DC = 8 + your proficiency bonus + your Wisdom modifier.

When you summon this Zone, you can expend additional uses of this feature. Each additional use expended increases the radius of the sphere by an additional 10 feet. Your Gravitational Zone lasts for 1 minute. It ends early if you are knocked unconscious. You have a number of uses of this feature equal to your Wisdow modifier, and regain your uses of it after finishing a short or long rest.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class. You gain an extra reaction at level 10.

Gravity Shield[edit]

In the level 5, you have learned how to handle gravity for defensive purposes, as a reaction you generate a shield that surrounds you, you receive a +4 bonus to AC and reduce any damage received by half, you can use it as an action but you need concentration to maintain it.(You can use this feature a number of times equal to your Wisdom modifier)

At level 12, you can make the allies in your Gravitational Zone gain this benefit.

Gravity Fields[edit]

In the level 7, You have mastered control over gravity fields, including your own, you gain 60 feet of flight speed, now you can use the basic principles without touching the objects, but you still require an action for this, additionally now you can affect the gravity of the creatures, but you need to touch them compulsorily to destabilize their field and control their gravity. The creature must make a Constitution saving throw against your DC after your touch, on a success it is unaffected, on a failure, control of its gravity is in your hands.

A creature with doubled gravity suffers the following penalties, its movement speed is reduced to 10 feet, it has disadvantage on attack rolls and only does half its damage due to the weight brake, the damage-penalty only applies to melee attacks, this creature has advantage on saving throws against being pushed and shot down but has disadvantage on dexterity saving throws.

A weightless creature, increases its movement speed by 60 feet, its jump distance is doubled, has advantage on dexterity saving throws, his AC gets a +2, gains probability of critical in 18-20 in roll attacks, but disadvantage on strength saving throws and against being shot down or be pushed, Due to its lightness, the creature gets a better response to attacks, as a reaction they can make an attack if they are attacked by an enemy creature.

you can end the effects as an bonus action, and make your influence stop affecting their Gravity.

Gravitonic Distortion[edit]

In the level 8, Your control over your gravity field causes you to distort the space around you, forming a kind of shell that causes negative or magical effects against you to lose their potency. You become immune to being spellbound, you have advantages on saving throws against being frightened and wisdom saving throws.

Limit Break[edit]

You are at a point where your control over gravity borders on the divine, only the most experienced Gravattack Warriors on this universal force, have reached the threshold of the pinnacle of the teachings that mother earth provided, you will be a force to be respected, one that few will challenge, you will be Gravity.

Orbit[edit]

In the level 10, Your understanding has come so far that it can only be described as enlightened, the gravity is controlled as your will dictates, you simulate mother earth now, you learn to manage your central force in a prodigious way your gravity field exerts a great level, you now have your own orbit, your orbit spans a 40-foot sphere. . You get the following benefits:

  • What my word dictates: You get the benefits of the telekinesis spell, thanks to your enhanced control of gravitational fields, also if you have someone trapped by your gravitational telekinesis, you can affect their field without touching them, this provoking the effects of basic principles as an additional action, the creature must be imprisoned by your telekinetic or it will have no effect.
  • You are in my Orbit: With an action, you can force creatures you consider enemies within your orbit to make a Strength saving throw, on a failure they are lifted into the air and begin to spin around your orbit at high speed, and as an additional action you eject them from your orbit flying 40 feet away from your Orbit, taking 8d10 Strength damage and being stunned, on a success, the creature receives only half of the damage, and is only pushed 10 ft. (you can use this skill a number of times equal to your wisdom modifier, you recover all its uses after a long rest). When you are attacked by a creature inside your orbit, it generates an attack of opportunity, it does not matter if the creature is far away, if it is inside your orbit you can hit it, this advance does not generate attacks of opportunity because no one knows better than you how to move in your orbit.
  • The only one who rules his space: You detect anything that comes within your orbit, even if you don't see it, you gain blind-sight and Tremor-sense, equal to the range of your orbit, your orbit affects the movements of your enemies, causing them to be unable to attack with precision, all attacks are made with disadvantage against you (even if they say otherwise). you can't be surprised either, in addition you gain an advantage against the rolls of being captured, incapacitated, pushed or knocked down. you add your proficiency modifier to your CA.
  • Satellite Control: Any projectile becomes useless against you, both magical and non-magical, as a reaction, you raise your hand and stop any projectile to enter in your orbit now these are under your control, (guided projectiles lose this function) the projectiles are left spinning around your orbit, in your turn as as part of your attack action you can launch these projectiles as an attack, the damage is replaced by force damage, as an additional action, you increase their speed, making them cause much more damage due to their acceleration, add 1d10 damage per force to each one.
  • Rings of Saturn: you can also form 2 pairs of rings around you, which are similar to the planet Saturn, but these spin like saws made of pure gravitational force, they are 20 feet wide, as an action you throw these rings and force all creatures in a line of 120 feet, to make a dexterity saving throw, on a failure the creatures receive 4d10 force damage and 4d10 slashing damage. (you can use them a number of times equal to your proficiency modifier).

at 17th level you can combine these rings as a bonus action, making a much larger one, measuring 60 feet wide, and the damage is doubled, the creatures make their saving throw normally, but now if they fail you roll a d3.

-On a 1, cut off an arm of the affected creatures.

-On a 2 you cut off a leg of the affected creatures.

-On a 3, you cut off its head of the affected creatures.

(You roll a respective die for each creature)

Master Control[edit]

In level 12, Your gravity handling has become unmatched, the acquisition of your orbit is proof of that, you are getting closer to being a legendary Gravattack warrior, now your enemies feel the gravity of the situation that is to face you, your control has become that of a master, now, your saving throws against your effects are made with disadvantage.

Now your gravitational telekinesis affects everything within your gravitational zone, it's not limited to just one object or creature, your telekinesis counts as a large creature In terms of carrying or pushing weight,(at level 16 it counts as a huge creature) You can also move or invoke your gravitational zone to a place that you are seeing, it continues to do the same effects, you can create it even in places without gravity, since thanks to your control, you are gravity.

Spells that affect gravity are useless against you, only forces that naturally control like you can affect it, not methods that force gravity through magic.

Gravitational Zone Improvement[edit]

In level 14, your Gravitational Zone has received an improvement, thanks to your increased control, your zone is now more powerful. Now your Gravitational Zone covers 30 feet, enemy creatures within your zone have disadvantage in attack rolls against your allies. When you spend another use to expand your aura now it is 20 feet instead of 10, now you can do it as a free action.

  • Push Improvement: You can now push creatures down, the creatures make their normal saving throw, but you can have the creatures buried 10 feet underground. You choose to push them down, or as you normally do.
  • lethal Attraction: This upgrade allows you to affect the gravitational field of creatures within your zone, you force a creature to make a Constitution roll on a miss, you make their gravity pull the fields of other creatures, causing them to be glued together, each creature except your allies, they make a strength roll in each of their turns, if they fail they will stick to the creature on the affected field, in this attractive situation, in an area attack the stuck creatures will take automatic damage. You can use this function a number of times equal to your wisdom modifier.
  • Under Pressure Improvement: Now, each creature that is inside your Zone, receives force damage equal to your wisdom modifier + double your proficiency modifier for each turn it spends inside your zone, additionally with an action, you force them to make a Constitution saving throw, on a success the creature only 5d10 + your Wisdom Modifier of force damage, on a failure, the creature will automatically fall automatically knocked down by the pressure, and you will roll a d4 die.

-On a 1, the pressure will crush the enemy's legs in a brutal way, the creature's movement speed will be reduced to 0, they will automatically fail dexterity saves, they will not be able to get up on their legs, leaving them on the ground, takes an extra 2d4 damage, from the damage to its legs each turn. if the creatures are healed with a greater restoration they will not suffer these effects.

-On a 2, the creature's head is roughly squeezed, causing it to be stunned, Wisdom and intelligence saving throws are made with disadvantage, if the creature is a construct, it will lose the function of controlling his body, creatures suffer 3d8 each turn for this. These effects are only healed with a greater restoration.

-On a 3, the creatures suffer a Thorax rupture, This makes the breathing of the creatures obstructed, making creatures unable to breathe, each turn they will make a constitution roll, on a failure they will lose one minute of breathing, they have disadvantage on strength and constitution rolls and for each sudden movement, for example roll attack, he will receive 10d8 of damage for aggravating his pain by doing actions he should not do. (if the creature does not need to breathe, will have no need to make a constitution saving throw to breathe but will still have disadvantages in the strength and constitution rolls, will suffer the damage by making sudden movements). These effects only healed with greater restoration.

-On a 4, the arms of the creatures are useless and painfully bent, they cannot use weapons and neither can they attack with their arms they provoke attacks of opportunity in each of their turns, due to the uselessness of their limbs making them have more openings in their defense. These effects only healed with greater restoration.

You can use this function a number of times equal to half of your wisdom modifier.

Gravity Shield Upgrade[edit]

In level 16, You better concentrate the compressed gravitational force, in order to protect yourself and your allies. You can use the level 5 spell called: Wall of Force as an action. you can use it equal to your proficiency bonus.

You can use it as a reaction, but only once and after you cover the attack and this one ends, the wall disappears, and you get 1 levels of exhaustion, doing an action of that magnitude makes you suffer for the concentration you had to do at such a time. (this spends one of the uses you have of this ability). At level 20 you no longer suffer level depletion for this skill.

Reverse Polarity[edit]

In level 18, You change the gravity sense of the creature, the creature has to make a Constitution saving throw, on a fail it will shoot up To the sky without being able to stop at a speed of 60 feet, after a height of 1,000 feet the creature will fall violently towards the ground suffering 10d10 force damage. On a success, the creature will not be shot into the sky but is paralyzed until its next turn . You have a number of uses equal to your proficiency bonus.If a creature succeeds on the saving throw it can no longer be affected by this ability. You can force all creatures within your aura to make this saving throw, but after using it you cannot use it again until you take a long rest.

Black Hole[edit]

In level 19, You generate a gravitational field of such a level that you create a black hole this divine feat, makes it so that not even light can escape, the range of this skill covers a radius of 600 feet and last 1 minute, as an action the area becomes difficult terrain in a 100 foot radius around it (you ignore the quality that makes the creature unaffected by difficult terrain). Each creature within this range when the sphere is created must succeed at a Strength saving throw or be pulled 30 feet toward the center, on an success at the start of the creatures turn it must remake the save unless it has exited the area or the ability ends. The creature is pulled half the distance with a successful save. If a creature is 50 feet or less from the sphere, it has disadvantage on this saving throw. On a fail a creature takes 20d10 damage and is knocked prone until the end of this ability,

You cannot use this ability again until after a long rest.

You concentrate so that your allies that are in your Zone are not affected by the gravitational field of the black hole, in this state of concentration your gravitational zone loses the penalties that this causes, you concentrate only in that your allies are not affected, after so many battles, you trust them so they can take care of the problems, you can not make actions, your orbit takes a defensive form, you reduce to the half all damage that you suffer, but you must still make the constitution roll to maintain concentration. However, rest assured, thanks to your control you are not affected by your own black hole.

Lord of Gravity[edit]

In level 20, You have reached the pinnacle of gravity control, no one can deny your gravity strength, if any creature somehow has something that prevents its gravity from being controlled, you ignore this effect. Now the basic principles skill is used as a free action your Gravitational Zone no longer has a limit of uses, it can reach a maximum range of 500 feet and your orbit covers 80 feet, up to a maximum of 200. You break the limit of your wisdom stat, now your wisdom score increases by 4. maximum up to 24.

  • Journey to the Center of the Earth: With an action, you cause a creature to make a force saving throw, on a miss the creatures take a walk underground, you can have them go down the same distance as your Gravity Zone, and then go back up, exiting the ground, taking 20d10 force and 10d10 bludgeoning damage and are stunned on a success, they are only buried 100 feet and take half damage. You can use it a number of times equal to your proficiency modifier, you regain all uses after a long rest.

Now some abilities that required an action, can be used as an additional action, these are:

  • You are in my Orbit
  • Push
  • The launching of projectiles using the Orbit becomes an additional action.

You gain another bonus action in this level.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gravattack Warrior, you must meet these prerequisites: Have an ability score minimum of 13 Wisdow and 13 Constitution.

Proficiencies. When you multiclass into the Gravattack Warrior, you gain the following proficiencies: Light armor, Simple Weapons, and Athletics.

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