Gravitonic Master (5e Class)
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- 1 Gravitonic Master
- 2 Class Features
- 3 Unarmored Defense
- 4 Weightless Touch
- 5 Fighting Style
- 6 Gravity Points
- 7 Gravity Infusion
- 8 Gravity Aura
- 9 Gravity Archetype
- 10 Ability Score Increase
- 11 Extra Attack
- 12 Weightless Strikes
- 13 Gravity Action
- 14 True Gravity Infusion
- 15 Empowered Aura
- 16 Gravity Rush
- 17 Black Hole
- 18 Archetypes
- 19 Multiclassing
Extending her aura she locks the bandits in place as she slowly works towards them. This is their end they were caught in her field and now must pay the price. Before then can even make a sound a weight of 10 tons crushes them leaving nothing but blood splatter.
Standing at the vanguard of his group he starts to draw the gravity towards him. Stopping the archers that had ambushed his party from injurying his allies. He is a tower of unpenatrable might and will stop all who hurt the ones he is trying to protect.
Moving weightlessly from building to building, sometimes on the tops other running up the sides. His prey below don't see or hear him. He moves without a sound and finds his mark, draws his short sword that could be mistaken for a feather upon holding it. Waits and makes his move slashing the throught and before his prey can even recongize there was a threat the second strike has already come.
You can make a Gravitonic Master quickly by following these suggestions. First, Strengh should be your highest ability score, followed by Constitution. Second, choose the Soldier background.
As a Gravitonic Master you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Acrobatics, History, Intimidation, Insight, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail or (b) Light Armor and Longbow with 20 arrows
- (a) martial weapon and a shield or (b) two martial weapons
- (a) light crossbow and 20 bolts or (b) two simple weapons
- (a) dungeoneer's pack or (b) explorer's pack
|1st||+2||Weightless Touch, Unarmored Defense||-|
|2nd||+2||Fighting Style, Gravity Points, Gravity Infusion||4|
|3rd||+2||Gravity Archetype, Gravity Aura||6|
|4th||+2||Ability Score Improvement||8|
|6th||+3||Gravity Archetype Feature, Weightless Strikes||12|
|8th||+3||Ability Score Improvement||16|
|9th||+4||True Gravity Infusion||18|
|10th||+4||Gravity Archetype Feature||20|
|12th||+4||Ability Score Improvement||24|
|15th||+5||Gravity Archetype feature||30|
|16th||+5||Ability Score Improvement||35|
|17th||+6||True Gravity Infusion||40|
|18th||+6||Gravity Archetype Feature||45|
|19th||+6||Ability Score Improvement||50|
When you are not wearing armor, your Armor Class is 10 + your Strength modifier and Constitution modifier. You can use a shield and still gain this benefit.
Your manipulation of gravity makes things you wear feel almost weightless. You suffer no weight penalties from your equipment (but you still have to worry about carrying capacity) and you cannot become encumbered by your equipment. Also, you may wield a two-handed weapon as if it were one-handed, but can't dual weild two two-handed weapons, unless you take the 'Two-Weapon Fighting' Fighting Style.
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 to attack rolls you make with a ranged weapon.
While you are wearing armor, you gain a +1 bonus to AC.
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.
- 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 re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is withing 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Also you may dual wield one handed weapons as light weapons. This also works for two handed weapons that you can use as one-handed weapons because of weightless touch.
By 2nd level, your training has taught you how to harness the force of gravity. Your access to this force is represented by a number of gravity points. Your Gravitonic Master level determines the number of points you have, as shown in the Gravity Points column of the Gravitonic Master table. You can spend these points to fuel various gravity features. You regain all gravity points after a short or long rest.
Starting at 2nd level, you know how to imbue gravity into your weapon. Once per turn, when you hit a creature with a weapon attack, you can expend gravity points to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for 1 gravity point, plus 1d6 for each additional gravity point, up to ½ of your Gravitonic Master level, rounded down, d6. For example, an 8th-level Gravitonic Master could spend up to 4 gravity points to deal 5d6 additional force damage.
Starting at 3rd level, you are capable of controlling gravity around you because of the aura you now emit. You can chose to activate it or to turn it off. It takes a bonus action to turn it on or off. The aura extends 10 feet from you in every direction, but not through total cover. As a reaction, you may spend 2 gravity points to: Impose disadvantage on one melee attack or Strength/Dexterity check made by a creature within your Aura; Or give advantage to one melee attack or Strength/Dexterity check made by a creature withing your Aura.
At 18th level, the range of this aura increases to 30 feet, and it no longer takes a bonus action or action to turn this on or off.
At 3rd level, you choose an archetype that you strive to emulate in your ways of gravity manipulation. Choosing between Collision Soldier, Gravity Knight, Weightless Assassin. The archetype you choose grants you feats at 3rd level and again at 6th , 10th, 15th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn.
At 6th level, you have gained the ability to remove the gravitational pressure on your weapon. Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
At 7th level, you learned how to use the gravity around you to attack in unique ways. Each Gravity Action counts as an attack action. Gravity Actions attack rolls are use your constitution + proficiency bonus.
- Cutting Wave
You can spend 2 gravity points to project your gravity in a way that allows it to cut through matter. Deals 3d6 force damage in a 10 foot line. This increases to 6d6 at 14th level.
- Gravity Spikes
You can spend 2 gravity points to create and project needles/spikes of gravity impaling a target within 10 feet of you. Causing 2d6 force and rooting targets. This increase to 4d6 at 14th level
- Gravity Beam
You can spend 2 gravity points to create a compressed beam of solidified gravity. Deals 2d6 force damage and knocks the targets back 10 feet upon impact to a creature within 60 feet.. This increase to 4d6 at 14th level.
- Gravity Bullet
You can spend 2 gravity points to create 3 bullets of compressed gravity. Each bullet deals 1d6 and can be directed at the same target or at different targets, each bullet is a separate attack roll.Each bullet has a range of 60 feet. This increased to 2d6 at 14th level.
True Gravity Infusion
At 9th level, when you make an attack with gravity infusion you use a d8 instead of a d6. Gravity infusion increases to a d10 at 17th level
At 11th level, you can spend 1 gravity points on empowering your gravity aura. You must spend 1 gravity point every turn, on top of the gravity points used for your aura. Doubling the distance of the aura and doing 2d6 damage to hostile creatures that are within it. This requires an action to use.
At 13th level, you mastery of manipulating gravity has allows you to rapidly accelerate and decelerate. While in Combat you can take your Bonus Action to dash or disengage.
At 20th Level, you may expend all your gravity points you have currently in your pool to do 1d12 for every 3 gravity points spent as force damage to every thing inside your aura (This includes yourself and your allies). Everyone inside must make a Constitution Saving throw, on success they take half damage. The DC for this ability is 25. This ability can only be used once per long rest.
Those who choose the Archetypal Collision Soldier have extensively studied the effects of their force auras and the objects that interact with them. These Collision Soldiers have undergone extensive research and desire to see the extent of what the force auras can grow and become.
- Gravity Aura Mastery
At 3rd level, you can now place your gravity aura at a location that is within your sight instead of origination from yourself.
At 6th level, you gain the following features: Your movement is increased by an additional 10 feet, and you have advantage on grapple checks.
- Gravitational Zone
At 10th level, by spending 5 gravity points and a Bonus Action you can put up this aura in a space you can see with in 60 feet. In order to maintain this aura you must spend 1 gravity point every turn, on top of the gravity points used for your aura, to have your gravity aura create a whirlpool effect that sucks any creature caught in it towards its center. The creature must make a strength save and if it fails it takes 3d6 damage force damage.
- Orbiting Strike
At 15th level, you can use your action to make a melee attack against any number of creatures within the range of your melee attack. This counts an attack action. You cant use extra attack for this ability. You must make a separate attack roll for each attack made. This feature can be used a number of times equal to your proficiency bonus. Expended uses are regained after a short or long rest.
- Impact Joule
At 18th level, you can spend ½ maximum gravity points to have your gravity aura become electrically charged. Creatures in your gravity aura take 8d8 lighting damage and must make a constitution check with a DC of 20, on a success they take half damage.
Those who choose the archetypal Gravity Knight wish to protect their allies. They become a force of unstoppable might to ensure that whatever they are facing won't budge them. Gravity Knights focus on the principle of shifting the gravity to prevent their allies from taking a hit.
- Ten-Ton Tank
Staring at 3rd level, you gain proficiency with Heavy Armor.
- Vector Shift
Starting at 3rd level, as a reaction, when an ally in the Gravity Aura is hit by a ranged attack, you may make it hit you instead. Creatures in Gravity Aura move as though through difficult terrain.
At 6th level, you can expend 2 Gravity points to roll with advantage against being knocked back or being knocked prone.
- Distort Space
At 10th level, when making a gravity infusion attack in your gravity aura you roll an additional damage dice for the initial strike, and one for every 3 additional gravity points spent on gravity infusion.
- Positive-Negative Attraction
At 15 level, you can spend 5 gravity points as a reaction to push or pull a creature 15 feet to avoid an attack being made at them. The creature must make a dexterity save or it is knocked prone after being moved.
- Seismic Slam
At 18th level, you can spend half of your maximum gravity points to slam the earth creating an earthquake. All creatures and objects in a 200 foot radius of you must make a Dexterity Save (DC=22). If they fail they take 8d8 of bludgeoning damage, half as much on a success, and are knocked prone regardless of the save.
- Defy Gravity
At 3rd level, you have master the ability to manipulate the gravity around you. While Gravity Aura is active you can temporarily remove the gravity and gain access into flight by pushing or pulling your way towards your target/destination. Your movement is doubled while you are pushing or pulling towards a target/destination, and it costs 3 gravity point every round to maintain this ability.
- Pin-point Precision
Beginning at 6th level, your weapon attacks score a critical hit on a roll of 19-20. When you roll a critical hit, you may reroll any damage dice that result in a 1.
Starting at 10th level, you have mastered the ability to pull an object within 50ft of you towards you without others noticing. You spend 1 gravity point per 10 feet of range. (Make Sleight of Hand check)
At 15th level, you gain the following abilities: you are unhindered by rough terrain, and you have advantage on Acrobatics checks.
- Collapsing Star
At 18th level, As an action you can spend half of your maximum gravity points attempt to destroy the core of a creature. The creature makes a Constitution save with a DC of 20 and upon failing it’s destroyed. If attacking an undead and constructs, the undead automatically success on this saving throw.
Prerequisites. To qualify for multiclassing into the Gravitonic Master class, you must meet these prerequisites: Have an ability score minimum of 13 Strength and 13 Constitution.
Proficiencies. When you multiclass into the Gravitonic Master class, you gain the following proficiencies: Light armor, Medium Armor.