Gravity Warrior (5e Subclass)

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Gravity Warrior[edit]

Fighter Subclass

Those who can manipulate the forces which keep us grounded are called Gravity Warriors. Gravity Warriors on the other hand center these forces on one point, themselves. Gravity Warriors enter the fray as the center of attention directing the flow of combat and providing utility all around. They are most well-known for being sturdy tanks that keep enemies distracted while their allies finish them off.

Weight Manipulation

Starting at 3rd level, your manipulation of gravity makes things you wear feel almost weightless or extremely heavy. 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.

In addition, your Jump height is doubled and you only take half damage from falling.

Gravity Field

When you choose this archetype at 3rd level, you can manipulate the flow of gravity in the area around you. On your turn, you can create a gravitational field around you as a bonus action. The gravitational field covers everything in a sphere of 10 feet around you, and moves with you, causing the following effects:

  • Whenever a creature inside the gravitational field suffer an attack, you can choose to direct that attack towards you, without using an action, if you are within range.
  • Any creature of your choice that moves inside the area can move in a straight line towards you without spending any movement, as long as it has at least 5 feet of movement left. Alternatively, the area inside the gravity field is considered difficult terrain to any creature of your choice.
  • 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 pulled, you can make a melee attack against it. On a hit, you deal additional 1d4 damage. The additional damage increases to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 18th level.

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

When you summon this field, 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 field lasts for 1 minute. It ends early if you are knocked unconscious. You have a number of uses of this feature equal to your proficiency bonus, and regain your uses of it after finishing a short or long rest.

Recenter Gravity

Starting at 7th level, you can change your gravity center as an action. When doing so, you are considered to be falling in direction to the place you have decided to change the gravity to. You can change the gravity back as an action.

Sinkhole Field

Also at 10th level, when you create your gravitational field, you can choose to cause it to become dense and darkened, creating a sinkhole field, as part of the same bonus action. Your gravity field distorts the light coming inside it, causing the area within the radius become darkness, and causing bright light to become dim light within 10 feet of its radius. You and any creatures of your choice can see normally in the darkness created by your field, not suffering any disadvantage on rolls. In addition, you have three sinkhole dice, which are d6s, that you can only use when sinkhole field is active. A sinkhole die is expended when you use it. You regain all of your expended sinkhole dice when you finish a short or long rest.

While you have the field active, you can do the following things:

Magnify Density. When you take damage from an attack, you can choose to magnify the density on that attack, absorbing it. As a reaction when you or any creature of your choice within the area take damage, you can expend one sinkhole die to reduce the damage taken by an amount equal to the result of the die + your level in this class. If the result reduces the damage to 0 and the damage was from a non-magical weapon attack, the weapon is crushed by the density and destroyed, and any remaining damage is taken by the attacker.
Crushing Attraction. When a creature moves while within your gravity field, you can use your reaction to expend one sinkhole die to attract the creature to the zone of increased density on your field. The creature must make a Strength saving throw against your Sinkhole save DC. On a failed save, the creature is pushed to a place within 5 feet of you and takes force damage equal to the result on the die, and is paralyzed until the end of your next turn.
Distort Gravity

Starting at 15th level, whenever you activate your gravity field, you can move up to your movement speed to any direction of your choice (including up and down). You can also allow any creature of your choice in the area to move in any direction while inside the field. A creature that moves outside the field while outside the ground falls aloft.

In addition, as bonus action, you can choose one creature within the gravity field area and force it to make a Saving throw against your Gravity save DC. On a failed save, you can move the creature to any place of your choice within the gravity field. You can cancel the effects of gravity on the creature without taking an action.

Impact Control

At 18th level, whenever you or a creature within 60 feet take damage from an attack that deals bludgeoning, piercing or slashing damage from a source you can see, you can use your reaction to roll 3d6, reducing the damage by the number rolled.

Alternatively, whenever a creature within 60 feet deals damage from those types, you can use your reaction to spend any amount of dice from this pool and increase the damage dealt by the amount rolled.

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