Base Class: Fighter
The Gravity Warden is a master of battlefield manipulation, wielding gravitational force to control movement, deny escape, and punish enemies for every step they take. Unlike traditional warriors who rely on brute strength alone, a Gravity Warden dictates the flow of combat itself, ensuring that their foes remain exactly where they want them—off-balance, pinned, and utterly at their mercy.
By harnessing gravitational fields, they can pull enemies closer, force them prone with crushing weight, or slow their movements to a crawl. Their reach extends beyond normal warriors, striking with devastating precision using polearms while their foes struggle against the invisible force pressing down on them.
Where others charge blindly into battle, the Gravity Warden controls it effortlessly—not just through martial skill, but by making the very laws of nature their weapon. Because gravity is inevitable.
Foundation of Control (3rd)
🔹 Gravity Surge (Bonus Action, Limited Uses Per Long Rest)
- You release a 15-foot pulse of gravitational energy.
- Creatures of your choice within your reach must make a Dexterity saving throw (DC = 8 + Proficiency Bonus + Strength or Dexterity).
- Failure: They are pulled 5 feet toward you, slowed (-10 ft speed), and take 1d8 force damage.
- Success: They are unaffected.
- At Level 10, this damage increases to 2d8.
- At Level 18, this damage increases to 3d8.
- Uses: You can use this ability a number of times equal to your Proficiency Bonus per long rest.
🔹 Gravitic Deflection (Reaction, Limited Uses Per Long Rest)
- While wielding a polearm, you generate a gravitational field that warps incoming strikes.
- As a reaction, when a creature within your reach (10 feet) misses you with a melee attack, you can force their momentum against them, making a free melee attack against them.
- Uses: A number of times equal to your Proficiency Bonus per long rest.
Dominion of Pressure (7th)
🔹 Crushing Weight (Limited Uses Per Long Rest)
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When you hit a creature with a melee weapon attack, it takes additional force damage equal to half your Fighter level (rounded down) + Strength modifier.
The target must then make a Constitution saving throw:
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Failure: The creature is knocked prone and its AC is reduced by 1 until the end of its next turn.
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Success: The creature remains standing.
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- If the attack was made as an Opportunity Attack, deal an additional 1d4 force damage.
- Uses: You can use this ability a number of times equal to your Proficiency Bonus per long rest.
🔹 Gravity Well Manipulation
- When you hit a creature with a melee attack, you can alter localized gravity to apply one of the following effects:
- Gravitic Slam: The target is knocked back 5 feet If they're pushed into a wall or another creature, they take 1d6 bonus force damage and must make a Con save or be staggered (disadvantage on their next attack roll).
- Gravitic Bind: The target’s speed is reduced by 15 feet until the end of your next turn, as they struggle against increased gravitational force.
- Gravitic Pull: Choose a different enemy within 10 feet of the target—they are dragged 5 feet closer to you, caught in the gravitational disruption.
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- Uses: You can use this ability Three Times per long rest.
Gravitational Cataclysms (10th)
🔹 Gravitic Needle Lance
“A hyper-compressed spike of gravitational force tears through space in a straight line, distorting the battlefield in its wake.”
Action – Once per Short Rest
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Range: 80 ft, Line (5 ft wide) (Range increased to 100 ft at level 15)
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Saving Throw: Dexterity (DC = 8 + Proficiency Bonus + Strength or Dexterity modifier)
Each creature in the line must make a Dexterity saving throw:
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Failure: Takes
4d8 force damage, is pushed or pulled 10 feet (your choice, relative to the line), and suffers disadvantage on opportunity attacks until the end of their next turn. -
Success: Takes half damage, no movement penalty.
The needle's wake creates a violent vacuum behind it—targets can be pulled toward the line or pushed away as gravitational turbulence warps their footing.
This attack ignores half cover.
🔹 Event Horizon (Balanced Duration, Limited Uses)
- As an action, you create a 30-foot radius gravity field that lasts for 3 rounds.
- Enemies inside the field must make a Constitution saving throw at the start of their turn.
- Failure: They take 3d8 force damage, are restrained for 1 round, and cannot teleport or Dash.
- Success: They take half damage and move at half speed.
- At the end of their turn, a restrained creature can make a Strength saving throw to escape.
- Flying creatures automatically fall to the ground upon failing the initial save.
- Uses: Once per long rest.
The Event Horizon Expands (15th)
🔹 Gravitic Wave (Balanced Multi-Target Damage)
- As an action, you make a sweeping attack, striking all creatures within your reach (10 feet).
- Roll one attack roll and apply it to all targets.
- On a hit, roll weapon damage once and apply the same result to each target.
- Using this action does not replace or interact with the Extra Attack feature—you can still use Extra Attack normally.
- Uses: You can use this ability a number of times equal to your Strength modifier per short or long rest.
🔹 Gravity Burst (Limited Uses for Burst Damage)
- Once per short rest, when you successfully hit a creature with a polearm attack, you can release a gravitational burst, amplifying the impact.
- The target takes an additional 1d8 force damage.
- At Level 10, this increases to 2d8.
- At Level 15, this increases to 3d8.
- Uses: Equal to your Proficiency Bonus per short rest.
🔹 Crushing Weight Enhancement (15th Level Upgrade)
- When a creature fails its saving throw against Crushing Weight, all melee attacks against them have advantage until the end of your next turn.
Singularity’s Endgame (18th)
🔹 Singularity’s Endgame (Ultimate Gravitational Domination, Limited Use)
- Choose a point within 60 feet.
- All creatures in a 20-foot radius must make a Dexterity saving throw.
- Failure: They take 10d10 force damage, are pulled 20 feet to the center, and are restrained for 1 minute.
- Success: They take half damage and are slowed (-15 ft speed) until the end of their next turn.
- Flying creatures make this saving throw at disadvantage.
🔹 For the next minute, gravity within the battlefield remains destabilized, warping everything in the area.
- Your melee reach increases by 5 feet (total of 15 feet), as gravity bends unnaturally around you.
- Creatures inside the affected area suffer from unstable footing and shifting weight:
- Whenever you hit a creature with a glaive, halberd, or pike, they must make a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier).
- Failure: The target is knocked prone and suffers disadvantage on their next attack roll as the gravitational force warps their movements.
- Success: They remain standing, but their movement speed is reduced by 10 feet until the end of their next turn.
- Creatures of Huge size or larger have advantage on this saving throw but still suffer speed reduction on a success.
- Whenever you hit a creature with a glaive, halberd, or pike, they must make a Strength saving throw (DC = 8 + your proficiency bonus + Strength modifier).
- Creatures restrained by the singularity take an additional 2d6 force damage at the start of their turn as gravity continuously crushes them.
🔹 Uses: Once per long rest.
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