Gravitation manipulator (5e Class)

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Gravitation Manipulator[edit]

A class focused on using weight manipulating magic to enhance there melee fighting ability through either control or agility.

Gravitation Manipulator[edit]

The practitioners of this ability draw there power from both the positive and negative plane respectively. some are born with the power to do so others gain in by staying in places where the line between the material plane and the outer planes draw thin. these warriors are often polar people being extreme in many aspects of there lives due to constantly channeling energies from opposing planes. The people who choose to walk this path are those of extraordinary willpower. some people dedicate there lives to magic while others to there weapon-craft, very few have the will to do both.


Creating a gravitation manipulator[edit]

Gravitation magic is fairly rare, how did your character gain the ability to channel the positive and negative planes. Are they more drawn to one or the other? Is there personality polarized,(possible drawn to the middle) or have they found a way to separate themselves from the magic they channel. Be creative with your character, this is a class best suited for clever tricks and plans to tip the scales in your favor

Quick Build

You can make a Gravitation manipulator quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by strength. Second, choose the Folk hero background. Third, choose chain mail, a glaive 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: 1d(10) per Gravitation manipulator level
Hit Points at 1st Level: 1d(10) + Constitution modifier
Hit Points at Higher Levels: 1d(10) (or 6) + Constitution modifier per Gravitation manipulator level after 1st

Proficiencies

Armor: All armor sheilds
Weapons: simple weapons, martial melee weapons
Tools: none
Saving Throws: Wisdom, strength
Skills: choose 3 from arcane, 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) an explorers pack or (b) a dunguneer's pack

Table: The Gravitation manipulator

Level Proficiency
Bonus
Features Spells known Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 light-step, spellcasting 0 2
2nd +2 3 2 2
3rd +2 heavy attack, sub-class feature 4 4 3
4th +2 Ability Score Improvement, push/pull 4 4 3
5th +3 light-weapon,extra attack 6 5 4 2
6th +3 slow fall, light-toss 8 5 4 2
7th +3 sub-class feature 8 5 4 3
8th +3 Ability Score Improvement 9 6 4 3
9th +4 Weapon conduit 9 6 4 3 2
10th +4 gravitation field,extra attack 10 6 4 3 2
11th +4 sub-class feature 10 6 4 3 3
12th +4 Ability Score Improvement 11 6 4 3 3
13th +5 gravity of self 11 6 4 3 3 1
14th +5 extra attack 12 7 4 3 3 1
15th +5 shared weight 12 7 4 3 3 2
16th +5 Ability Score Improvement, repulsion 13 7 4 3 3 2
17th +6 sub-class feature 13 7 4 3 3 3 1
18th +6 14 8 4 3 3 3 1
19th +6 Ability Score Improvement, extra attack 14 8 4 3 3 3 2
20th +6 Terra bind 15 8 4 3 3 3 2


1st level spellcasting[edit]

you have a natural ability to cast spells. your spell casting modifier is wisdom, your spell save dc is (8 + your proficiency bonus + your wisdom modifier) you are naturally born with you ability to cast spells but they require a lot of practice and effort to learn and maintain.


3rd level choose a subclass[edit]

At 3rd level, you chose a subclass archetype Choose between the sword Guardians or the lancers, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th 11th and 17th level

4th 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.

1st level Light Step[edit]

you begin to play at gravity using it to lighten your movements, +10ft to your movement speed and gain a +2 to dex rolls. This effect last for 10 minutes and can be used a number of times equal to your wisdom modifier per long or short rest.

3rd level Heavy attack[edit]

you can now control gravity to an extent such that you may increase the weight of your attacks just as they make contact. when you hit with a non-spell attack roll you may expend a spell slot to deal and additional 1d12 damage + 1d10 for each spell level above 1st

4th level Push/Pull[edit]

you can use a bonus action to move a creature or object equal to or less than your maximum carry-weight, the dc to move something of this size or less is dc 13, creatures may make a strength saving throw to not be moved against you spell save dc. on a failed save you may move the object/creature up to 30 ft, moving on object or creature into an occupied space deals 2d8 force damage.

5th level Light weapon[edit]

you may imbue a weapon with the light property, allowing some weapons to be duel-wielded or be wielded with a shield . lightening a weapon doubles its effective range if it is a projectile, this also gives a +3 to lift an object, an imbued weapon is magical. you may un-imbue a weapon at anytime. you may imbue a weapon as may weapons as your wisdom modifier

6th level Slow Fall[edit]

you may use your reaction to lighten yourself and slow your fall, reduce your fall damage by your gravitation manipulator level * your wisdom modifier + 1

6th level Light Toss[edit]

you may reduce the weight of an object such as a large rock and throw it. you may lift an object as massive as your character, throwing a small rock does 1d6 + strength for damage, add 2d6 per size category increased. a medium creature may throw up to a large size rock, this increases at 12 level to a huge rock and at 18th level to a gargantuan rock. range (35/70)

9th level weapon conduit[edit]

when you succeed on a melee weapon attack with a weapon you have used light weapon on, you may expend a spell slot as a bonus action to cast a touch spell on the creature that was hit, cantrips can be used but require a first level spell slot, you may also preform all of the necessary motions to cast spells while holding your weapon, it acting as a spell focus

10th level gravitation field[edit]

you may create a field of extreme pressure expanding in a 20 ft sphere from you. creatures in this field must make a con saving throw at the start of there turn, on a successful save they take 3d6 force damage and can treat the area as difficult terrain for there turn, on a failed save creatures take 5d6 force damage as they are ejected from the area, to enter the sphere a creature must succeed on the saving throw to enter, otherwise they cannot enter(only one saving throw may be made per turn). add a +5 to your ac for the duration of the effect for ranged attacks. spell attacks can target a point within the sphere however; attacks originating outside the sphere have their effect reduced by half, and there saves dc decreased by 3. you can choose up to 4 friendly creatures that are unaffected. this effect last for 1 minute. -can be used once per long rest

13th level Gravity of Self[edit]

you may half or double your own weight- lightening yourself doubles your jump distance and increases your movement speed by 5ft, however you are at disadvantage on any rolls to avoid being moved. Increasing your weight halves your just distance, lowers your movement speed by 5 ft. however you are at advantage on any checks to move you and increase all melee damage roll by 1d4. you can change your weight as an action.

15th level Shared weight[edit]

you may use Slow fall, flight foot, or gravity of self on another willing creature. you may do this a number of times equal to your proficiency bonus

16th level repulsion[edit]

you may use your reaction to repel a weapon attack, increasing your ac by your proficiency bonus. when you repel a weapon attack this way you may have the attack hit an enemy creature within 5 ft of the creature, use the same roll as the one used on you, you may use this twice per rest.

20th level Terra Bind[edit]

you may use your action to bind a creature you can see to the ground immobilizing them and completely removing their fly speed if they have one. immobilized creatures may make a con saving throw to move but there fly speed will still be removed and there movement speed will be reduced by 15ft. this effect last for 10 minutes and can be used twice per long rest.


Sword guardians[edit]

this subclass uses the effects of gravity magic to increase their agility and movement speed exponentially, allowing them to move and dodge easily.

3rd level acrobatic fighting

gain proficiency in acrobatic, if you already have proficiency gain expertise, also pick a fighting style.

duelling - 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.
7th level quick attack

if you have advantage on an attack roll you may take an additional attack action this turn.


11th level wall run

when you take the dash action on your turn you may affect you own gravity such that you may run on walls as normal terrain, or a ceiling as difficult terrain.

17th level superior dodge

you may use a reaction to repel yourself away from an attack, moving up to half your movement speed in one quick jump, if an attack requires a saving throw you may add your acrobatics modifier to the save roll, otherwise you dodge any melee attack made.( however your DM may rule a crits still hits)

lancer[edit]

a control-oriented subclass that focuses on keeping opponents right where they want them. pole arms are a signature weapon of this subclass

3 -interpose

you way use your reaction to weigh down an opponent giving them disadvantage on there next attack

3- re balance

you may re-balance the weight of an object making it idea for throwing, giving the object a +2 to ranged attacks. you may do this a number of times equal to your proficiency bonus per long rest


7 gravitonic trip

you may make a special attack as an action to trip an opponent with your melee weapon, target a creature within 15 ft of you and make a weapon attack, if you hit deal an extra 1d8 damage and they musk make a con save against ( 8 + your proficiency bonus + your strength modifier)to avoid falling prone

11 sling shot

when you miss a melee attack by 1 or less you may make another weapon attack against another creature taking a -5 to hit but gaining a +3 to damage

17 singularity

you may use your bonus action expend a spell of 5th level or higher to case a singularity to form at the tip of your weapon, this effect acts as a 1-minute concertation spell. the singularly pulls creatures towards the tip pf you weapon, creatures must make a strength saving throw against your spell save dc, creatures within 5 ft make this save at disadvantage, while creatures past 10 ft make it at advantage, beyond 20 ft creatures are unaffected. creatures pulled into the center take 4d8 force damage a turn and are grappled, ranged attack that pass through the singularities area of affect are pulled into the center redirecting the attack to a random creature trapped inside.

you and up to 4 friendly creatures are unaffected. 

during this effect you may move the singularly by throwing your weapon or moving it normally, however if the singularly is moved trapped creatures may repeat the saving throw. you may also use an action to cast a touch spell through your weapon effecting each creature trapped within the singularity.

Spell List[edit]

You know all of the spells on the basic gravitation manipulator spell list and additional spells based on your subclass.

cantrips

booming blade, blade ward, frostbite , mending, magic stone, mage hand, mold earth, shape water, true strike thunderclap, and shocking grasp

1st Level

catapult, compel duel, create or destroy water, distort value, ensnaring strike, earth tremor, feather fall, feather fall, floating disk, jump, Tensors floating disk

2nd Level

blur, enlarge/reduce person, earth bind, enhance ability, hold person, and spider climb,

3rd Level

blink, elemental weapon, erupting earth, Melfs minute meteors, slow, wall of sand, wall of water

4th Level

control water, dimension door, fabricate, freedom of movement, guardian of nature, stone shape, watery sphere, and Biybus hand

5th Level

Arcane hand, conjure volley, destruction wave, far step, maelstrom, planer binding, skill improvement, telekinesis, wall of force, and wall of stone

Multiclassing[edit]

Prerequisites. To qualify for multi-classing into the gravitation manipulator class, you must meet these prerequisites: 13 wisdom 13 strength

Proficiencies. When you multi-class into the gravitation manipulator class, you gain the following proficiency: acrobatics, perception


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