Gravity Knight (5e Class)

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Gravity Knight[edit]

Those who can manipulate the forces which keep us grounded are called Gravity Masters. Gravity Knights on the other hand center these forces on one point, themselves. Gravity Knights 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.

Creating a Gravity Knight[edit]


Quick Build

You can make a Gravity Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength, and Wisdom.

Class Features

As a Gravity Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, History, Intimidation, Insight, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) martial weapon and a shield or (b) two martial weapons
  • (a) light crossbow and 20 bolts or (b) two handaxes
  • (a) dungeoneer's pack or (b) explorer's pack

Table: The Gravity Knight

Level Proficiency
Bonus
Features Gravity Pool
1st +2 Gravity Pool, Impact Reduction, Weightless Touch 10
2nd +2 Fighting Style, Gravity Strike 15
3rd +2 Gravity Aura 20
4th +2 Ability Score Improvement 25
5th +3 Collision Force 30
6th +3 Ability Score Improvement 35
7th +3 Indomitable (one use) 40
8th +3 Ability Score Improvement 45
9th +4 Improved Gravity Strike 50
10th +4 Ability Score Improvement, Additional Fighting Style 55
11th +4 Empowered Aura 60
12th +4 Ability Score Improvement 65
13th +5 Indomitable (two uses), Gravity Rush 70
14th +5 Ability Score Improvement 75
15th +5 Increased Aura Range, Positive-Negative Attraction 80
16th +5 Ability Score Improvement 85
17th +6 Indomitable (three uses) 90
18th +6 Kinetic Passing, Bonus feat 95
19th +6 Ability Score Improvement 95
20th +6 Black Hole, Bonus feat 100

Gravity Field[edit]

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 5 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 spending an action, if you are within range.
  • Any creature of your choice within the area have its movement speed doubled when moving towards you. Alternatively, you can cause any creature moving away from you have its movement speed halved.
  • Whenever a creature enter the field or start its turn there, you can cause it to move in your direction a a reaction, and make a melee attack against it. On a hit, you deal additional 1d4 damage.

Your gravitational field lasts for 1 minute. It ends early if you are knocked unconscious.

Weight Manipulation[edit]

Starting at 1st 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.

Impact Control[edit]

At 2nd level, when you finish a long rest, you gain a pool of dice equal to 2d4 plus 1d4 for each point of proficiency bonus you have. 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 spend any amount of these die to reduce the damage taken by the amount 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.

Once you have spent all your dice pool, you regain the dice after a short or a long rest.

Fighting Style[edit]

At 2nd level and again at 10th 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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 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.

Protection

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 must be wielding a shield.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 10th, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Attraction and Repulsion[edit]

Starting at 6th level, whenever your gravity field is active, you can increase the movement speed of all allied creatures in 5 feet, and reduce the movement speed of all enemies in 5 feet.

Recenter Gravity[edit]

Starting at 9th 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.

Archetypes[edit]

Knight of the Black Star[edit]

Sinkhole Field

When you choose this archetype at 3rd level, your gravity field becomes dense and darkened. 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. 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. You gain another sinkhole die at 10th level.

your Constitution modifier While you have a ward 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.

Gravitational Rider[edit]

Distort Gravity

Starting at 3rd 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.

Dunamantic Knight[edit]

Spellcasting
Magic Field

Starting at 3rd level, whenever your gravity field is active and you cast a Dunamantic Knight spell as an action, you can use your bonus action to make an attack with a weapon.

Dunamantic Knight Spells

Following are the spells you can cast as a dunamantic spells. Spells marked with a * are feature in the Explorer's Guide to Wildemount book.

Cantrips. blade ward, mage hand, magic stone, sword burst

1st-level spells. absorb elements, catapult, expeditious retreat, feather fall, jump, magnify gravity*, shield

2nd-level spells. hold person, immovable object*, levitate, magic weapon, spider climb

3rd-level spells. fly, haste, pulse wave*, slow, water walk, protection from energy

4th-level spells. control water, freedom of movement, gravity sinkhole*, otiluke's resilient sphere


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