Gravitation Manipulator (5e Class)
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Gravitation Manipulator[edit]
A class focused on using weight manipulating magic to enhance their melee fighting ability through either control or agility.
Gravitation Manipulator[edit]
The practitioners of this ability draw their power from both the positive and negative plane. They study arcane magic to learn to control their power and use objects to channel it, though some practitioners prefer to use their own bodies as a conduit for the energy. Using the power of the positive and negative planes allows Gravitation Manipulators to affect the forces of attraction between objects as well of The weave which with practice and study allows them to form it into arcane spells.
Creating an Gravitation Manipulator[edit]
An Gravitation manipulator has some connection to either the positive or negative plan, allowing them to channel energy that the normal person cannot. What happened to establish this connection and how has your character dealt with it? Why did your character choose to put their talents into becoming a martial fighter rather than pursuing further study to become a caster like a wizard? What drives your character? Are they thirsty for knowledge, in need of money or adventure, or just simply driven to help people?
- Quick Build
You can make an Gravitation manipulator quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Folk Hero background. Third, choose chain mail, a martial weapon and a shield, followed by 4 javelins and an explorers pack
Class Features
As a Gravitation Manipulator you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Gravitation Manipulator level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gravitation Manipulator level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Intelligence
Skills: Choose three skills from Arcana, Athletics, Acrobatics, History, Investigation, Perception, Persuasion, Intimidation, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor and 2 daggers
- (a) a martial weapon and a shield or (b) 2 martial weapons or (c) 1 martial weapon and 2 simple weapons
- (a) 15 darts or (b) 4 javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Light Step, Heavy Step | — | — | — | — | — |
2nd | +2 | Gravitonic Strike, Spellcasting | 2 | — | — | — | — |
3rd | +2 | Order | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Weight Manipulation, Extra Attack | 4 | 2 | — | — | — |
6th | +3 | — | 4 | 2 | — | — | — |
7th | +3 | Order feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | Arcane Empowerment | 4 | 3 | 2 | — | — |
10th | +4 | — | 4 | 3 | 2 | — | — |
11th | +4 | Order feature | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | Gravity Waltz | 4 | 3 | 3 | 1 | — |
14th | +5 | — | 4 | 3 | 3 | 1 | — |
15th | +5 | Gravity Control | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement, , Gravity Reversal | 4 | 3 | 3 | 2 | — |
17th | +6 | Order feature | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Terra Bind | 4 | 3 | 3 | 3 | 2 |
Light Step[edit]
At 1st level, you can channel arcane energy to lighten yourself. As a bonus action, for the next 10 minutes you movement speed increases by 10 feet and you have advantage on Dexterity checks and saving throws. This feature does not require concentration, but will be dispelled if you use Heavy Step. After using this feature, you cannot use it again until completing a short or long rest.
Heavy Step[edit]
At 1st level, you can channel arcane energy to brace yourself in place. As a bonus action, for the next 10 minutes you have advantage on Strength checks and saving throws and can grapple creatures one size larger than normal. This feature does not require concentration, but will be dispelled if you use Light Step. You can use this feature once, then you must finish a short or long rest before you can use this feature again.
Gravitonic Strike[edit]
Beginning at 2nd level, when you take the Attack action on your turn, you may expend a spell slot of 1st level or higher to enhance your weapon. The next attack you make with your weapon deals an additional 1d6 force damage and moves the target 5ft either towards you or away from you in a line. When using a spell slot of 2nd level or higher, you may push the target an additional 10ft and deal an additional 1d12 force damage for each slot level above 1st.
If used on a creature that is one or more sizes smaller than you, you deal an additional 1d6 force damage and the creature is knocked prone.
Spellcasting[edit]
By 2nd level, you have harnessed your natural ability to cast spells.
- Spell Slots
The Gravitation Manipulator table shows how many spell slots you have to cast your Gravitation Manipulator spells. To cast one of your Gravitation Manipulator 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.
- Spells Known of 1st Level and Higher
You are gifted with your ability to cast spells but they require a lot of practice and effort to learn and maintain. You know a number of spells equal to your Intelligence modifier (minimum of 1) + half your Gravitation Manipulator level (rounded down).
Additionally, when you gain a level in this class, you can choose one of the Gravitation Manipulator spells you know and replace with another spell from the Gravitation Manipulator spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Gravitation Manipulator spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Gravitation Manipulator spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Gravitation Manipulator spells.
Order[edit]
At 3rd level, you choose an Order. Choose between Order of the Swift, Order of the Stout, and Order of the Archer; all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11, and 17th level.
Ability Score Increase[edit]
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weight Manipulation[edit]
Beginning at 5th level, you can affect the weight an object you touch. As an action, you can double or halve the weight of an object weighing originally no more than 50 lbs. This effect lasts for 1 hour, after which it reverts to its original weight. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and you regain all uses of this feature when you finish a long rest.
When weapons are made heavier:
- Light weapons lose the Light property
- Heavy weapons become Super Heavy
- You can only make one attack when you take the attack action on your turn, but the weapon's damage die are doubled (e.g. a greatsword would deal 4d6 instead of 2d6)
- Weapons without either gain the Heavy property
When weapons are made lighter:
- Heavy weapons lose the Heavy property
- Light weapons become Super Light
- When Two-Weapon Fighting, you may make an additional attack with your Super Light weapon when you use a bonus action to attack with your second weapon
- Weapons without either gain the Light property, but Two-Handed weapons gain Versatile instead
- Weapons that gain Versatile use 1 die lower than its Two-Handed version (e.g. a greatsword would deal 2d4 instead of 2d6)
- Thrown weapons and projectiles (e.g. arrows for a shortbow) have their range doubled.
Arcane Empowerment[edit]
Beginning at 9th level, you gain the ability to channel arcane energy through yourself constantly, changing the forces of attraction around you. As a bonus action, you may expend a spell slot to increase either your Strength or Dexterity score and maximum by 2 for each slot level for 1 minute. This effect can increase the ability score above 20, but not above 30. You can use this feature once, then you must finish a short or long rest before you can use this feature again.
Gravity Waltz[edit]
Beginning at 13th level, you can walk over any liquid surface, your movement speed cannot be reduced, and you are immune to the prone condition.
Gravity Control[edit]
Beginning at 15th level, you may cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried. You can use this feature a number of times equal to you Intelligence modifier (minimum 1), and you regain all uses of this feature when you finish a long rest.
You also learn the mage hand cantrip.
Gravity Reversal[edit]
Beginning at 16th level, you may cast the reverse gravity spell. You can use this feature once, then you must finish long rest before you can use this feature again.
Terra Bind[edit]
Beginning at 20th level, when you hit a creature with an attack, you may reduce that creatures speed to 0 and they are restrained until the end of your next turn. If that creature is above the ground it falls to the earth. You can use this feature a number of times equal to you Intelligence modifier (minimum 1), and you regain all uses of this feature when you finish a long rest.
Gravitation Manipulator Orders[edit]
Order of the Swift[edit]
The Order of the Swift chooses to focus on lightening themselves to better maneuverability on the battlefield, preferring to dodge in and out of a fight rather than push through.
- Acrobatic Fighting
Beginning at 3rd level, you are able to transfer the momentum of your movement into your swings. You gain an additional 5ft of movement speed. When you move more than 10ft before an attack, you deal an extra 1d8 weapon damage to the target and you do not provoke attacks of opportunity from that creature when moving away.
- Fighting Style
At 3rd level, you choose a fighting style.
- Dueling - 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.
- Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Superior Advantage
Beginning at 11th level, you can trade accuracy for speed and blitz your opponents with flurries of attacks rather than ensure a single hit. If you have advantage on an attack roll you may instead forgo that advantage and instead make an additional attack.
- Weightlessness
Beginning at 17th level, you gain a hover speed equal to your walking speed, and gain immunity to the restrained and prone conditions.
Order of the Stout[edit]
The Order of the Stout prefer to hold their ground and move others around them. With polearms and strong armor others move around them more like obstacles, not daring to get to close lest they get pulled in.
- Forceful Strikes
Beginning at 3rd level, you can throw your opponents off balance with each of your strikes. When you hit a creature with a melee attack, you may push that creature back 5ft or you may pull them 5ft closer.
- Fighting Style
At 3rd level, you choose a fighting style.
- Defense - You gain +1 to your AC.
- Great Weapon Fighting - 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 reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the super heavy, two-handed, or versatile property for you to gain this benefit.
- Heavy Weapons
Beginning at 7th level, when using a weapon with the heavy or super heavy properties you deal an extra 1d10 damage and move creatures an additional 5ft with your Forceful Strikes, if that creature cannot move further back, both them and the barrier take an additional 1d10 damage for every 5ft they cannot move.
- Recoil
Beginning at 11th level, you know how to brace for an attack and with your expertise in gravity manipulation you are able to make that all the more true. As a reaction to being hit by a melee attack, you may deal force damage equal to your Gravitation Manipulator level to the attacking creature, that creature must succeed on a Strength saving throw vs your spell save DC or be pushed 10ft back. You can use this feature a number of times equal to you proficiency bonus, and you regain all uses of this feature when you finish a short or long rest.
- Juggernaut
Beginning at 17th level, when you move more than 10ft before entering the space of another creature that creature must make a Strength saving throw vs your spell save DC or be pushed 10 ft back and knocked prone.
Order of the Balanced[edit]
Those of the Order or the Balanced have learned to pull from both ends of the spectrum and balance them together. Focusing on balance lends to a greater degree of control over their power allowing them to control objects and even themselves.
- Fighting Style
At 3rd level, you choose a fighting style.
- Dueling - You gain a +2 to damage rolls when wielding a weapon in one hand and no other weapons.
- Thrown Weapon Fighting - +2 damage to thrown weapons.
- Floating Weapon
Beginning at 3rd level, you can balance the gravity in a weapon you are holding to suspend it in the air around you. You can also suspend any object weighing no more than 5lbs.
As a bonus action, you can suspend up to your proficiency bonus objects that are within 5ft of you.
As a bonus action, you can throw one of the suspended objects. If this object is not a weapon it deals 1d6 bludgeoning damage.
Suspended objects and weapons all count as thrown weapons you are proficient with and have a range of 30/60ft.
- Attracting Attack
Beginning at 7th level, when you miss an attack with a thrown weapon you can pull that weapon back towards you making an attack roll against a different creature within the 20ft of your original target. Your thrown weapon attacks count as magical for purposes of overcoming resistances and immunities.
- Shielding Force
Beginning at 11th level, each of the objects you have floating around your serve to defend you. As a reaction you can shield yourself with them providing a +1 to AC for each object you have suspended until the start of your next turn. If you have 4 or more objects suspended you may instead form them into a barrier that provides 3/4 cover until the start of your next turn. You can use this feature a number of times equal to you Intelligence modifier (minimum 1), and you regain all uses of this feature when you finish a short or long rest.
- Immutable Balance
Beginning at 17th level, when you make the attack action on your turn, you may instead launch a volley of objects from around yourself. You make a number of thrown weapon attacks equal to your proficiency bonus. These can be your floating weapons and objects, or any objects around you that are not held in place and not object weighing no more than 5lbs. You are considered proficient with any objects thrown. Objects deal 1d6 bludgeoning damage, while weapons deal their damage die + 1d4 force damage. You can use this feature a number of times equal to you Intelligence modifier (minimum 1), and you regain all uses of this feature when you finish a long rest.
Gravitation Manipulator Spell List[edit]
You know all of the spells on the basic Gravitation Manipulator spell list.
- 1st Level
absorb elements, arms of hadar, catapult, earth tremor, feather fall, floating disk, jump, longstrider, magic missile, magnify gravity, shield, snare
- 2nd Level
cordon of arrows, earthbind, enhance ability, enlarge/reduce, hold person, immovable object, kinetic jaunt, knock, levitate, magic weapon, maximillian's earthen grasp, spider climb, vortex warp, wristpocket
- 3rd level
elemental weapon, erupting earth, fly, haste, lightning arrow, melf's minute meteors, protection from energy, pulse wave, slow, spider climb, wall of sand, water walk
- 4th Level
control water, dimension door, elemental bane, freedom of movement, gravity sinkhole, resilient sphere, stoneskin
- 5th Level
antilife shell, control winds, negative energy flood, skill empowerment, steel wind strike, telekinesis, wall of force, wall of stone
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Gravitation Manipulator class, you must meet these prerequisites: 13 Intelligence and a 13 in either Strength or Dexterity
Proficiencies. When you multiclass into the Gravitation Manipulator class, you gain the following proficiencies: Martial Weapons, Shields, Light Armor, Medium Armor
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