Gravity Knight (5e Subclass)

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Gravity Knight[edit]

Fighter Subclass

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. You start by knowing two such effects: Offensive and Defensive Gravity.

Offensive Gravity. You can focus one of your pockets of gravity on a weapon you wield 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. Doing so also allow you to ignore the Heavy property for weapons.
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 Charge

Starting at 7th level, when you move at least 10 feet towards a creature, you can pull them up to 20 feet towards you and dealing 1d8 force damage. This does not provoke any opportunity attacks the creature may trigger.

Doing so consumes a gravity pocket that is only restored when 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 10-foot 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 feet of you. If the target fails a Strength save (DC 8 + your proficiency modifier + Constitution), their movement becomes 0, halved if save, and their attacks are made at disadvantage.

The creature can make a saving throw at the end of each of its turns to end the well on itself. When a creature succeed the save, that gravity pocket is unavailable to you until you finish a short or a long rest.

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 20-foot 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. The damaged 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, being unable to do it again until you finish a long rest.

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