Gravattack (5e Class)

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Gravattack[edit]

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Image originated in “Character Design References”

Several groups of warriors can be seen, forced to kneel. Some, unable to withstand the pressure, are buried in the ground. One looks up to see a figure seemingly floating in the air, clad in bulky armor. The slits of the helmet glow blue, radiating power. The figure raises a hand, and with it, all the warriors are lifted high into the air. The figure then lowers their hand, causing the warriors to plummet at a terrifying speed, crashing to the ground and suffering serious injuries. A Gravattack is a warrior who has learned to manipulate and control one of the most powerful forces in the world: gravity.

These warriors were trained and guided by creatures known as Galileans, living planets that mastered and perfected the use of gravity. To fight one of them is literally to defy gravity. With discipline and training in the philosophy of the Galileans, these warriors mastered this force in a prodigious and lethal way, using it to their advantage and reaching a level capable of affecting even the gods. While gods often mock the laws of this world, one of the Gravattack warriors taught them that a force like gravity must be respected.

Creating a Gravattack[edit]

To become a Gravattack, you must have been trained by a Galileans who guided you with wisdom, teaching you the path of order and harmony. You were instilled with the principle not to use your powers to cause chaos, but to combat it. A Gravattack must be the voice of reason in any conflict, as their wisdom is key to this. Therefore, your power must be used to combat threats and maintain order. If a Gravattack decides to forget these teachings and stray from the path, their Galileans master will have to put an end to the mistake that he made by giving his knowledge to his student.

Quick Build

You can make a Gravattack quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Soldier background for variety. To become a gravattack answer the following questions: How did you meet your teacher? Why did he/she decide to train you? What is your goal in using this power as a means? Will you be the pacifist or the genocidal one?

Class Features

As a Gravattack you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose 2 from Insight, Medicine, Acrobatics, Stealth, Perception, Survival, Nature, Investigation

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

Level Proficiency
Bonus
Features Singularity Points Gravity Strikes Gravitational Zone
1st +2 Basic Principles, Gravitational Barrier, Gravity Strikes 2+Wisdom 1d4 +0 ft
2nd +2 Fighting Style, Gravity Techniques, Weightless 4+Wisdom 1d4 +0 ft
3rd +2 Gravitational Zone 6+Wisdom 1d4 +10 ft.
4th +2 Ability Score Improvement 8+Wisdom 1d4 +10 ft.
5th +3 Extra attack, Singularity 10+Wisdom 1d6 +10 ft.
6th +3 Ability Score Improvement 12+Wisdom 1d6 +15 ft.
7th +3 Gravity Fields 14+Wisdom 1d6 +15 ft.
8th +3 Ability Score Improvement 16+Wisdom 1d6 +15 ft.
9th +4 Gravitonic Distortion, Master Control 18+Wisdom 1d6 +20 ft.
10th +4 Orbit 20+Wisdom 1d8 +20 ft.
11th +4 Gravitational Zone Improvement 22+Wisdom 1d8 +20 ft.
12th +4 Ability Score Improvement 24+Wisdom 1d8 +25 ft.
13th +5 Orbit Expansion: Gravitational Collapse 26+Wisdom 1d8 +25 ft.
14th +5 Ability Score Improvement 28+Wisdom 1d8 +25 ft.
15th +5 Gravity Singularity Perfected 30+Wisdom 1d10 +30 ft.
16th +5 Ability Score Improvement 32+Wisdom 1d10 +30 ft.
17th +6 Reverse Polarity 34+Wisdom 1d10 +30 ft.
18th +6 Black Hole 36+Wisdom 1d12 +35 ft.
19th +6 Ability Score Improvement 38+Wisdom 1d12 +35 ft.
20th +6 One With The Singularity 40+Wisdom 1d12 +35 ft.

True Nature (Optional Feature)[edit]

If your race is a Galilean, your singularity point consumption is reduced by 1 and your Orbit ability does not consume Singularity Points.

Singularity Points[edit]

Your Gravattack abilities are fueled by an extraordinary energy source known as Singularity. This energy is the product of intense gravitational fields interacting at a fundamental level, creating points of immense power that you can harness and manipulate. In the universe, gravity is the force that governs the motion of planets, stars, and galaxies, pulling matter together and shaping the very fabric of space-time. On a smaller scale, gravity affects everything from the fall of an apple to the orbit of satellites around Earth. However, for a Gravattack, gravity is more than just a force—it is a tool that can be wielded with precision and power.

Your mastery of gravity is due to your prodigious control over Singularity points. These points are essentially concentrated zones where gravitational forces converge, allowing you to manipulate gravity to an unparalleled degree. By tapping into these Singularity points, you can alter the weight of objects, create powerful gravitational fields, and even affect the very motion of projectiles and other forces around you. This control is not a mere bending of natural laws, but rather a profound understanding and manipulation of gravity's underlying principles, granting you abilities that defy conventional limitations.

Your number of Singularity points is specified on your class table, and you regain all of these points whenever you complete a short or long rest. These points represent your ability to gather and focus gravitational energy, which you then unleash through your Gravattack abilities, reshaping the battlefield and bending reality to your will. thanks to this and your Galileans masters, all abilities of the Gravattack are considered non-magical and are purely ability based for the purposes of spells or abilities like Counterspell, Dispel Magic, antimagic cones, ect and is otherwise magical for the purposes of overcoming resistances and immunities.

Some of your Gravattack features require the target to make a saving throw or require you to make attack rolls, the DC and attack roll is calculated as it follows: Gravattack DC= 8 + proficiency bonus + your Wisdom Modifier. Gravattack attack roll = proficiency bonus + your Wisdom modifier.

Gravity Strikes[edit]

Beginning at 1st level, you have learned to effectively manipulate gravity to enhance your weapons. By manipulating gravity, you can apply more force to your strikes. When you use a melee weapon or made a unarmed attack, you can harness centrifugal force to your advantage, adding 1d4 force damage. This damage increases as indicated on the Gravattack table. Additionally, you can use your Wisdom modifier for any Strength based checks, saving throws and attack rolls.

Gravitational Barrier[edit]

Beginning at 1st level, you gain the ability to maintain a thin, invisible energy barrier around yourself using the force of gravity, the first phase of your orbital development.

  • As long as you are not wearing armor, you have an unarmed defense equal to 10 + your Wisdom modifier + your Constitution modifier.
  • You gain a number of special temporary hit points equal to five times your level, protecting you from incoming damage effects. These temporary hit points stack with other sources of temporary hit points.
  • Your Barrier protects you from all types of damage except psychic, which ignores it. While this barrier is up, you are resistant to poison damage, and your hit points maximum cannot be reduced except by psychic or other self-induced damage.
  • As long as you have at least one point in your Barrier, these temporary hit points automatically regenerate at a rate equal to your proficiency bonus at the start of your turn.
  • When your Barrier is reduced to 0, it breaks and will not regenerate until you finish a short or long rest or you may spend 2 Singularity points (no action required) to form it again.
  • When you take damage that would break your Barrier, your Barrier absorbs the damage first, then you take the remainder.

At 7th level, your Gravitational Barrier gains resistance to any damage type you choose. Additionally, you can spend 3 Singularity Points to gain 2 temporary resistances and 1 immunity to a damage type for 1 hour.

Basic Principles[edit]

At 1st level, you learned the knowledge imparted to you by the Galileans, which granted you control over basic principles, allowing you to alter the weight of an object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute.

Doubled Weight: As an action by spending 2 Singularity Points, you touch a creature or object and double its weight. A creature with doubled weight gains the following effects:

  • The target's movement speed is halved, and it has disadvantage on Strength and Dexterity checks, as well as related saving throw.
  • If the target makes an attack with melee weapons, it has disadvantage on the attack roll due to the additional weight.
  • If the target falls while its weight is doubled, it takes additional falling damage equal to 1d6 for every 10 feet it falls due to the increased weight.

Reduced Weight: As an action by spending 2 Singularity Points, you touch a creature or object and reduce its weight by half. A creature with reduced weight gains the following effects:

  • The target's movement speed increases by 15 feet.
  • The target has advantage on Dexterity checks and related saving throws.
  • The target has disadvantage on Strength checks and saving throw.
  • If the target had a passive ability that made it immovable or unpushable, it no longer benefits from that ability.
  • If the target falls while its weight is reduced, falling damage is reduced by 1d6 for every 10 feet it falls, simulating an effect similar to Feather Fall.

Weightless[edit]

At 2nd 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.

Fighting Style[edit]

At 2nd level, you adopt a special fighting style, called a gravitational wave, as your specialty. You can only choose 2 gravitational wave styles, and you can change them as you like every time you level up.

  • 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 +1 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.

Gravity Techniques[edit]

At 2nd level, Your training has made it possible for you to shape and control gravity in a much more versatile way, giving you a new range of techniques. (You also have the freedom to create techniques or gravity attacks for your character's versatility from your own imagination, as long as the DM approves them.)

  • Gravitational Pressure: As a bonus action by spending 2 Singularity Points, you can alter the gravity around a target within 5 feet of you, increasing the pressure on their body. The target must make a Strength saving throw; on a failure, they take 1d10 force damage and suffer disadvantage on all attack rolls and saving throw until the end of their next turn.
  • Gravity Wave Strike: As a bonus action by spending 4 Singularity Points, you can concentrate a massive amount of gravitational energy into your fist or weapon. On your next successful melee attack, you release a gravitational shockwave in a 10-foot radius around the target, dealing 2d6 force damage to all creatures within the area and pushing them 10 feet away from you. Affected creatures must make a Strength saving throw; on a failure, they are knocked prone.
  • Gravity Drill Missiles: As an action by spending 4 Singularity Points, you create 3 drills made of pure gravitational force, each drill striking a creature of your choice that you can see within 120 feet. Each drill deals 1d6 + your force modifier in damage to its target. All of the drills hit simultaneously, and you can direct them to hit one or more creatures. Affected creatures must make a Strength saving throw; on a failure, the drill sinks the creature 15 feet into the ground; on a success, it is not pushed or buried.
  • Gravitational Drill: As an action by spending 5 Singularity Points, you cause the force of gravity to start spinning violently in the shape of a drill. Creatures within 120 feet of you and within 15 feet must make a Constitution saving throw. On a failure, they take 2d6 piercing damage and their AC is reduced by your Wisdom modifier. The target's resistances disappear until the end of your next turn. On a success, they take half damage and suffer no other penalties. At 10th level, even immunities are removed until the end of your next turn. At 16th level, absorptions are also removed until the end of your next turn. (Alternatively, you can use this feature to gain a digging movement speed equal to your walking speed)
  • Gravitational Parry: As a reaction by spending 3 Singularity Points, you can manipulate gravity to deflect incoming attacks. When a creature makes a melee or ranged attack against you, you can use your reaction to create a gravitational field that repels the attack. The attacker must make a Strength saving throw. On a failure, the attack is deflected, causing it to miss you. On a success, the attack proceeds as normal. Additionally, if the attacker fails the saving throw by 5 or more, the attack is redirected back at the attacker, making the attack roll against them with advantage. This redirected attack does not include the original attack's additional effects or damage bonuses, but it does deal the same damage as the original attack.

Gravitational Zone[edit]

In the 3rd level, you can manipulate the flow of gravity in the area around you. On your turn for 1 minute, you can create a Gravitational Zone around you as a bonus action. The Gravitational Zone covers everything in a sphere of 10 feet around you and moves with you, causing the following effects: (this does not affect the creatures you consider allies).

  • Celestial Repulsion: As an action or reaction by spending 4 Singularity Points, you can push creatures or objects within 30 feet. The target must make a Strength saving throw. On a failed save, the target takes 1d8 force damage and is pushed back and forth up to 10 feet in a direction you choose, You can spend Singularity Points to add damage and thrust back for each point spent up to a maximum of your Wisdom modifier. On a successful save, the creature takes only half the damage and is pushed back half its original distance.

Additionally, when you or other creature are the target of a fireball-type effect, as a reaction by spending 1 Singularity Points you create a gravitational pressure so strong that it intercepts the attack or spell, taking half the damage and nullifying its effects.

  • 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 by spending 2 Singularity Points. 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 and the creature will be knocked down. The additional damage increases to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 18th level.
  • 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 throw. (this is a passive ability).

You can use your Gravitational Zone a number of times equal to your Wisdom modifier, regaining all uses after a long rest. The range of your Gravitational Zone increases as detailed on the Gravattack table. Alternatively, you can spend 2 Singularity Points to increase the duration by 1.

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.

You may also ignore this increase to instead gain Gravity Feats (Gravattack Class Feats).

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, as long as you perform the Attack action on your turn and, in addition, you get an additional reaction at this level and again at 10th level. 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.

Singularity[edit]

Upon reaching level 5th, you have finally mastered the singularity point, the style so named by your master Galilean, I explain to you that by controlling the flow of gravity I was able to accidentally cause a black hole, due to this you were adopted to maintain perfect control over them.

  • Singular Void: By spending 4 Singularity Points, you create a micro-singularity that takes the form of a dark ring around you that absorbs all incoming attacks to defend you or your allies. Whenever you or a creature within 30 feet of you is hit by an attack or spell, as a reaction by invoking the micro-singularity, which reduces the damage by half and absorbs any residual energy. You gain temporary hit points equal to the reduced damage, which disappear at the end of a long rest.
  • Singularity Strike: You channel the power of a singularity into your weapon, delivering a devastating strike. As part of a melee attack by spending 2 Singularity Points, you can choose to activate Singularity Strike. On a hit, the target takes an additional 2d6 force damage and must make a Constitution saving throw. On a failed save, the target's armor and shield (if any) are crushed under the immense pressure, reducing their AC equal to your Wisdom modifier until the start of your next turn. If the target is wielding a weapon, it must succeed on a Strength saving throw or have its weapon disarmed and pulled towards the singularity, landing 10 feet away from the target.
  • Singular Point: As a action by spending 4 Singularity Points, you create a localized gravitational well at a point you choose within 60 feet. The well exerts a powerful downward force, pulling creatures and objects toward it. Each creature within a 15-foot radius of the point must make a Strength saving throw. On a failed save, they are pulled 10 feet towards the center and their movement speed is reduced to 0 until the start of your next turn. The gravitational well lasts for 1 minute, creating difficult terrain in the area. Additionally, creatures that start their turn within the well's area take 2d8 force damage due to the crushing force.

Gravity Fields[edit]

At 7th level, you gain control over gravity fields, including your own. You gain 60 feet of fly speed, can now use the Basic Principles without touching objects, and can affect a number of objects equal to your Wisdom modifier (minimum of 1), but this still requires an action. You can also now affect the gravity of creatures, being able to compel a creature within a 30-foot area that you can see by spending 5 Singularity Points. The creature must make a Constitution saving throw, on a success it is unaffected, on a failure, control of its gravity is in your hands, choosing from the following effects:

  • Doubled Gravity: For 1 minute the creature suffers the effects of doubled weight from your Basic Principles, in addition to suffering a penalty on attack rolls and damage equal to your Wisdom modifier on its melee attacks due to the resistance exerted by gravity. If it wants to use a reaction, it must spend twice the usual amount, and the target loses the passive Evasion ability.
  • Reduced Gravity: For 1 minute a weightless creature under the effects of your Basic Principles reduced gravity, has advantage on Dexterity saving throw, its AC gets a +2 bonus, and it gains a critical hit chance on attack rolls of 19-20. However, it has disadvantage on Strength saving throw and against being knocked prone or pushed due to its lightness. The creature also gains an additional reaction, benefiting from its improved response to attacks.
  • Zero Gravity: For 1 minute you completely remove the influence of gravity from the creature. The creature becomes completely weightless and has disadvantage on all Strength and Dexterity checks and saving throw. Its movement speed is reduced to 10 feet as it floats aimlessly. It can no longer react, and any melee or ranged weapon attacks it makes are made at disadvantage. Additionally, the creature can't be knocked prone, but if it is pushed, it continues moving in the direction of the push until it collides with a solid object or is restrained. Additionally, creatures under this effect lose any passives that prevent them from being pushed or moved.
  • Crushing Field: When you or another creature is targeted by an attack that deals fire, lightning, radiant, cold, or necrotic damage, you can use your reaction to create a gravity field to trap that attack. You must make a Wisdom check against the attack's DC. On a success, you enclose the attack in a 10-foot-wide sphere of gravity that floats next to you. On a failure, you do not enclose the attack, but due to the interruption, you gain advantage on the saving throw. You can use the trapped attack as part of your attack action.
  • Galilean Defense: When you or an ally within your Gravitational Zone are targeted by effects that push or pull them prone, you can use your reaction and spend 2 Singularity Points to grant you or your ally an extra save bonus equal to your Wisdom modifier to the test or saving throw that triggers this effect, and on an additional failure the damage and push is reduced to half of what it originally was.

You can end the effects as an bonus action, and make your influence stop affecting their Gravity, alternatively as bonus action you can spend 1 Singularity Points to increase the time of the effects by 1 up to a maximum equal to your Wisdom modifier.

Gravitonic Distortion[edit]

Upon reaching 9th level, 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 charmed, you have advantages on saving throw against spells or magical effects and Wisdom saving throw.

Master Control[edit]

Upon reaching 9th level, your mastery of gravity has become unmatched, bringing you closer to becoming something far beyond mortal comprehension. Your enemies now truly feel the gravity of the situation when facing you, as saving throws against your effects are made with disadvantage. If a creature already suffers from disadvantage, it will instead suffer a penalty equal to half your proficiency bonus (This penalty is added again for each existing disadvantage). Additionally, when you activate your Gravitational Zone, by spending 3 Singularity Points you can force enemy creatures within the zone to make a Constitution saving throw. On a failure, they fall under the effects of a Gravity Fields of your choice.

  • True Gravity: You can also move or summon your Gravitational Zone within a 30-foot area that you can see, and you can summon more than one zone at a time. You can create Gravitational Zone equal to half your proficiency bonus modifier and even create them in places where there is no gravity, as your control allows you to become the very embodiment of gravity, with your zone being an area where gravity flows naturally as it would. Additionally, your gravity and Basic Principles can now affect Huge or larger creatures.
  • Unalterable Gravity: Spells that control gravity have no effect on you; only forces that naturally control gravity in the same way you do can affect it, not methods that force gravity through magic. Additionally, if a creature uses an ability to control gravity against you, you can use your reaction to force the creature to make a Wisdom saving throw against its own DC; On failure, the creature becomes the target of the ability (This has no effect on a Galilean).

Limit Break[edit]

You are at a point where your control over gravity borders on the divine, only the most experienced in using this universal force have reached the threshold of the pinnacle of the teachings that were given by the Galileans, you will be a force to respect, one that few will challenge, you will be the Singularity.

Orbit[edit]

At 10th level, your understanding has advanced so far that it can only be described as enlightened. Gravity is controlled as your will dictates. Like the Galileans, you gain your own orbit. Your orbit encompasses a 60-foot sphere and is passively held with you, also, you can spend 2 Singularity Points to double the range of your orbit for one minute. It deactivates when you drop to 0 hit points or fall unconscious. Through your orbit, you gain the following benefits:

  • What my word dictates: By spending 2 Singularity Points You get the benefits of the Telekinesis spell without components, also, if a creature is trapped by your gravitational Telekinesis, is under one of the effects of your choice of your Gravity Fields. But your Telekinesis is not limited to one object or creature, you can affect any creature or object within your orbit, and every time you use your Telekinesis every object or creature only weighs 100 pounds to you.
  • You are in my Orbit: As an action by spending 2 Singularity Points, you can force creatures you consider enemies within your orbit to make a Strength saving throw. On a failed save, they rise into the air and begin spinning around their orbit at high speed. As a bonus action, you can push them out of your orbit, sending them flying 10 feet away and dealing 1d10 points of Force damage. The creature is also stunned. For each additional round that the creatures continue to spin, the push distance and damage increase by 10 feet and 1d10, respectively, to a maximum equal to your Wisdom modifier (minimum of 1). On a successful save, the creature takes only half damage and is pushed only 10 feet; trapped creatures can repeat the Strength saving throw in their turn to break free of the orbit.
  • Asteroid Rain: As a bonus action by spending 2 Singularity Points, you can cause all objects within your orbit to begin spinning at high speed. For each turn they spend spinning in your orbit, the objects accumulate a d10 of force damage (to a maximum equal to your Wisdom). As an action, you can release the objects in a 30-foot radius area that you can see, creating a shower of asteroids. Creatures in that area must make a Dexterity saving throw. On a fail, creatures take the corresponding damage and they are prone. On a successful save, creatures take half damage and they are not prone.
  • The only one who rules his space: You detect anything that enters your orbit, even if you can't see it. You gain blindsight and tremorsense equal to the range of your orbit. Your orbit affects the movements of your enemies, making them unable to attack accurately. All attacks are made at disadvantage against you (even if they say otherwise). You also can't be surprised, and you also gain advantage against the effects of being grappled, incapacitated, pushed, or prone. Additionally any damage you take is reduced by 5.
  • Satellite Control: Any projectile, both magical and nonmagical, becomes useless against you. When you are targeted by projectiles or ranged attacks, they automatically begin to spin in your orbit without harming you. These projectiles are now under your control (guided projectiles lose this function). The projectiles continue to spin around your orbit; on your turn, as part of your attack action by spending 2 Singularity Points, you can launch these projectiles as an attack. The damage is replaced by force damage. For each turn they spend spinning in your orbit, a d8 of force damage is added to the projectiles (to a maximum of 8d8). You can use these attack options:

-Devastation: When you make an attack with these projectiles, you can spray a 10-foot cubic area within range with the projectiles. Each creature in the area must make a Dexterity saving throw or take normal weapon damage. If the target area is out of range, the affected targets have advantage on the saving throw.

-Focused: When you make a missile attack, you can fire at one target. The target must make a Dexterity saving throw. On a failed save, roll the weapon's damage dice twice and add them together, applying any modifiers as normal. If the target is outside normal range but within long range, it has advantage on the saving throw.

  • 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 by spending 2 Singularity Points, 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. 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 d6 (You roll a respective die for each creature).

-On a 1 or 2, cut off an arm of the affected creatures.

-On a 3 or 4 you cut off a leg of the affected creatures.

-On a 5 or 6, you cut off its head of the affected creatures.

Gravitational Zone Improvement[edit]

In level 11, your Gravitational Zone has received an improvement, thanks to your increased control, your zone is now more powerful. Enemies creatures within your Gravitational zone have disadvantage in attack rolls against your allies and your allies have a bonus to their saving throw equal to your Wisdom modifier (minimum of 1).

  • Celestial Repulsion 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. You can by spend 1 Singularity Points to add this benefit again, up to a maximum equal to your Wisdom modifier.
  • lethal Attraction: By spend 4 Singularity Points this upgrade allows you to affect the gravitational field of creatures within your Gravitational Zone. As a bonus action you force a creature to make a Constitution saving throw 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 saving throw 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.
  • Under Pressure Improvement: Now, each creature that is inside your Zone, receives force damage equal to your Wisdom modifier for each turn it spends inside your zone, additionally by spending 8 Singularity Points with an action, you force them to make a Constitution saving throw, on a success the creature only 4d10 + proficiency bonus of force damage, on a failure, the creature will automatically fall automatically knocked prone by the pressure, and you will roll a d4 die.

-On a 1, the pressure will crush the enemy's legs, the creature's movement speed will be reduced to 0, they will automatically fail Dexterity saving throw, they will not be able to get up on their legs, leaving them on the ground, takes an extra 2d4 of force 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 and confused, Wisdom and Intelligence saving throw are made with disadvantage, if the creature is a construct, it will lose the function of controlling his body, creatures suffer 3d8 of force damage 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 saving throw, on a failure they will lose one minute of breathing, they have disadvantage on Strength, Constitution and Dexterity tests and saving throw and for each sudden movement, for example roll attack, he will receive 3d6 of force 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 on Strength, Constitution and Dexterity tests and saving throw, also 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.

Orbit Expansion: Gravitational Collapse[edit]

At 13th level, As an action, by expending 20 Singularity Points, for 1 minute you can expand your orbit and cause a gravitational collapse, causing creatures within 120 feet of you to collapse under enormous pressure. Because of this collapse, creatures suffer the Celestial Prison penalty, causing their action cost to increase by 1 (i.e. reaction > bonus action > action > full-round action). This not affect your allies.

Critical Point: As an action by spending 4 Singularity Points you can cause objects to reach a point of critical mass. Choose a weapon or armor held by a creature within 30 feet of you. The wielder of the object must make a Strength saving throw. If he fails, the weapon or armor disintegrates, becoming useless and reduced to rubble. Magical weapons and armor have advantage on this roll, and legendary items or artifacts are immune to this effect. In addition, if you choose to spend 1 Singularity Points, you can have this affect all weapons and armor within range of your orbit.

Any creature within range of your orbit that fails the saving throw will not only have its weapon or armor destroyed, but will also suffer 4d6 points of force damage as the residual gravitational energy disintegrates some of its equipment. In addition, you can spend an additional Singularity Points to make this damage also affect surrounding creatures within 10 feet of the original target. At level 20, magical weapons lose their advantage, legendary weapons and artifacts are no longer immune to this effect but have advantage in the saving throw.

Gravity Singularity Perfected[edit]

At 15th level, you have perfected your control over the singularity of gravity, becoming able to create the perfect defense. By spending 5 Singularity Points you can use the spell Wall of Force without components, alternatively you can use it as a reaction by spending double the cost of this ability.

Reverse Polarity[edit]

Upon reaching 17th level, you have learned to reverse the polarity of gravitational fields at will, making you even more deadly than you already were. By spending 5 Singularity Points, you can force up to your Wisdom modifier of creatures within your Gravitational Zone to make a Constitution saving throw. On a failed save, you can propel affected creatures at a speed and distance equal to the range of your Gravitational Zone. On a success, the creatures are not pushed and are only stunned until their next turn.

  • Up: The creature is pushed skyward without stopping at a speed and distance equal to the range of your Gravitational Zone, then falls back down, taking 4d12 force damage and becoming incapacitated until the end of your next turn.
  • Down: The creature is pushed downward unstoppably at a speed and distance equal to the range of your Gravitational Zone, becoming buried underground and taking 3d8 force damage + 2d10 bludgeoning damage and becoming restrained until the end of your next turn.
  • Back: The creature is pushed backward unstoppably at a speed and distance equal to the range of your Gravitational Zone, passing through structures, creatures, and objects in its path, taking 8d8 force damage and becoming incapacitated until the end of your next turn.

Black Hole[edit]

In level 18, You generate a singularity 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 30 feet or less from the sphere, it has disadvantage on this saving throw. On a fail a creature takes 10d10 force 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 Gravitational Zone are not affected by the singularity 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 by the singularity, after so many battles you trust them so they can take care of the problems. Your orbit takes a defensive form, you reduce to the half all damage that you suffer for this minute. However, rest assured, thanks to your control you are not affected by your own black hole.

One With The Singularity[edit]

At 20th level, you ascend to the ultimate mastery over gravity, becoming a force of nature that can manipulate the very fabric of reality. Now and forever you are one more of the planet Keplorr.

  • You break the limit of your Wisdom Modifier now your Wisdom score increases by 4. maximum up to 24.
  • If any creature or area causes any effect that prevents its gravity from being controlled, you ignore that effect.
  • Your body becomes a concept, you are now immune to all non-magical damage and your life expectancy increases by 10 million years.
  • Event Horizon: As an action by spending 10 Singularity Points, you can create a massive gravitational singularity at a point you can see within 120 feet. This singularity has a radius of 60 feet and lasts for 1 minute. While active, the singularity pulls all creatures, objects, and magical effects within its range toward it. Creatures within the area must make a Strength saving throw at the start of their turns. On a failure, they are pulled 30 feet closer to the center of the singularity and take 8d12 force damage. On a success, they take half damage and are not pulled.

Multiclassing[edit]

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