Base Class: Fighter
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to manipulate gravity to move and weaken foes on the battlefield. They charge into battles with the earth quaking beneath their feet and their enemies falling before them.
Violent Pull
3rd-level Gravity Knight feature
You can use a bonus action to magically emit a powerful gravitational energy that pulls one other creature or object within 30 feet towards you. When targeting a creature, that creature must succeed on a Strength saving throw, or be pulled up to 20 feet toward you. A large or larger creature has advantage on this saving throw.
You may also target one medium or smaller object, that weighs less than 100 pounds and isn’t being worn or carried. That object flies in a straight line towards you, stopping if it contacts you or a huge or larger creature or object within its path. Any creature or object between you and the target must succeed a Dexterity saving throw or take 1d10 bludgeoning damage. This damage increases when you reach certain levels in this class, increasing to 2d10 at 10th level, and 3d10 at 18th level.
DC for this ability equals 8 + your proficiency bonus + your Constitution modifier.
Heavy Weapon
3rd-level Gravity Knight feature
You can heighten the velocity of your attacks, increasing the damage you inflict. When you hit with a creature with a weapon attack you can choose to increase the velocity of the attack, dealing an extra 1d10 damage of the weapon’s type. This damage increases to 2d10 at 18th level.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Oppressive Presence
7th-level Gravity Knight feature
The weight of your presence can affect the most battle-hardened of foes. You become proficient in your choice of either Persuasion or Intimidation. Your proficiency bonus is double for any ability checks you make using this skill.
In addition, your gravitational control increases, all fall damage you take is now halved and you cannot be moved or knocked prone against your will.
Singularity
10th-level Gravity Knight feature
As a bonus action, you increase the gravitational field around you for 1 minute. For the duration, all creatures you choose within 15-foot radius of you have disadvantage on all Dexterity saving throws, and every foot it moves costs 2 extra feet of movement. While within range, an affected creature has disadvantage on all attack roles that are not against you. The range of this ability increases to 30 feet at 18th level.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Gravity Pulse
Starting at 15 Level, whenever you use your action surge you can force all creature of your choice within a 15-foot radius of you to succeed a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be knocked prone. The range of this ability increases to 30 feet at 18th level.
Hypernova
Starting at 18 level, you can choose an impact point on the ground within 120 feet of you. As an action, you can leap up to 150 feet in the air and crash down at terminal velocity on the impact point. All creature other than you within 30-foot radius of the impact point must succeed a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 10d10 force damage, or half as much on a success.
Once you use this feature, you can’t do so again until you finish a long rest.
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