Gravity Knight (5e Subclass)
From D&D Wiki
Your presence on a battlefield should be felt by those around you, whether their weapons now feel heavy in their hands, or it feels like they are breathing with a weight on their chest, you should be regarded as a formidable adversary.
Gravity knights manipulate gravity around them to encumber their enemies and to achieve feats normally too difficult to pull off in the heat of battle.
- Defying Strength
Beginning when you choose this archetype at 3rd level, you can manipulate a number of small pockets of gravity equal to your Constitution modifier (minimum of 1). You can use your ability to manipulate gravity to achieve a number of effects outlined in this subclass. Your gain your first abilities at this level.
- Offensive Gravity
- You can focus on of your pockets of gravity on your weapon to reduce its weight, granting you the ability to wield a weapon with the two-handed property as if they were one-handed. You cannot dual wield two weapons with the two-handed property.
- Defensive Gravity
- You learn to manipulate gravity around you. Your unarmored AC is now 12 + Constitution modifier when you focus a pocket of gravity on yourself.
- Gravity Change
Starting at 7th level, when you hit a creature with a melee attack, you can choose to place a pocket of gravity behind the creature, pulling them 20 feet away from you and dealing 1d8 force damage. Doing so consumes a gravity pocket until you finish a short or long rest.
- Gravity Aura
At 10th level as a bonus action you can center two pockets of gravity on yourself, rendering a 10ft radius around you as difficult terrain for enemies.
- Gravity Well
Starting at 15th level, you gain the ability to center pockets of gravity on enemies. As an action on your turn, you can create pockets of increased gravity centered on a target you can see within 30 ft. of you. If the target fails a Constitution save (DC 8 + your proficiency modifier + Constitution), their movement becomes 0, halved if save, and they attack with disadvantage regardless of if they saved or not. Additionally, you add your Constitution modifier to your damage rolls until the end of your next turn when attacking that enemy.
- Event Horizon
Starting at 18th level, as an action you can create a black hole centered on you. Doing so requires four pockets of gravity to be centered on you and consumes two of them until you finish a short or long rest. All enemies in a 20ft radius around you must succeed a Strength saving throw equal to 8 + your proficiency modifier + Constitution modifier or be knocked prone and take 6d6 force damage. Everything is halved for a successful save, and they are not knocked prone. The area around you is now considered difficult terrain for 1 minute as the black hole dissipates. You can use this feature once per long rest.