Base Class: Fighter
The manipulation of energy through magic is a skill that often takes years of study for a mage, this is no different for you. As a warrior of gravity, you have the power to lift your allies to new heights and to crumble kingdoms. Through intense training, you can pluck the vectors around you as if they were your own muscles, causing changes in the push and pull of the universe.
Graviton Surge
Starting at 3rd level, your strikes become imbued with Graviturgy Magic. When you gain this feature, you gain two surges of your choice
Once per turn, when you use the attack action with a weapon, you can apply one of your Gravity Surges to that weapon. You decide to use the option when the weapon hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Gravity Surge option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.
Gravity Surges. You learn two surges of your choice, which are detailed under “Gravity Surges” below. Many surges enhance an attack in some way.
Saving Throws. Some of your surges require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier
Reduce Gravity
Starting at 3rd level, you can manipulate gravity's effect on you with ease. As a Bonus Action, you can apply the following effects onto yourself or a creature you can touch. You can only apply Center of Gravity
- Increase Movement Speed by 10ft.
- Double your Jump Distance
Graviton Surge
When you make an attack, you can use a charge from your Gravity surge count to use a surge ability.
Binding Strike
The creature hit by this attack takes an extra 2d6 force damage, its speed is reduced by 10 feet, and it takes 2d6 force damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to escape the binding magic with a successful Strength (Athletics) check against your Gravitational Surge save DC. Otherwise, the binding lasts for 1 minute or until you use this option again.
At 18th level, both instances of the force damage are increased to 3d6.
Cleaving Momentum
You imbue your weapon with momentus energy. When you successfully hit a creature, you can choose another creature within 5 feet of the original target and within your reach. That creature takes half of the damage rolled from the original attack.
At 18th level, the second creature takes equal damage.
Comet Strike
You slam your weapon into the ground, causing rubble and debris to float into the air in front of you. Striking the debris allows you to make a ranged attack against a target within 60ft of you. The creature takes 2d6 points of piercing damage. The rubble can act as 3/4th cover for you and your allies.
The piercing damage increases to 4d6 when you reach 18th level in this class.
Crushing Aura
You magnify the gravity in the area around you, causing the ground to crumble. Each enemy creature within 10ft of you must make a Strength saving throw. Each creature who fails this saving throw is knocked prone, in addition, the area around you is considered difficult terrain.
After you reach 18th level in this class, the creatures take 2d6 bludgeoning damage.
Disarming Strike
When you hit a creature with a weapon attack, you attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target takes 2d6 force damage and must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Helmsplitter
You to leap into the air and strike down onto your enemies. Your jump height is temporarily doubled and you only take half of the fall damage when using this surge. When you land, the impact shakes the ground in a 10-foot radius. Each creature other than you must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes 2d6 bludgeoning damage. On a successful save, the creature takes half as much damage and is not knocked prone.
At 18th level, the damage is increased to 4d6.
Magnet Strike
You create a powerful vector that pushes or pulls each creature in a 10 foot line. Each creature in that line must make a Strength saving throw. Every creature that fails the save is either pulled 10 feet toward you or pushed 10 feet away from you, depending on the choice you made for the surge.
Shield Bash
You slam your shield into a target within range. The creature takes 1d6 bludgeoning damage and must make a Constitution saving throw or be stunned until the end of its next turn.
The bludgeoning damage increases to 2d6 when you reach 18th level.
Alacritous Movement
Starting at 7th level, your body has grown accustomed to the vectors that bind and slow you. You can increase your initiative and armor class an amount equal to half your proficiency bonus rounded down.
Distort Space
At 10th level, you can distort the space around you. Hostile creatures within 10 ft. of you have disadvantage on all attacks against anyone but you. Any ally that is hit by this disadvantaged attack has resistance to the damage for that attack.
Reserved Momentum
Starting at 15th level, your magical surges are available when battle starts. If you roll initiative and have no uses of your Gravitational Surge remaining, you regain one use of it.
Void Paracausal
At 18th level you have learned how to become a walking singularity, bending all to your will.
As an action on your turn, you can activate your Singularity, causing a 30 foot radius sphere to appear centered on you for 1 minute. The area inside the sphere is filled with magical darkness that you and your allies can see through. A creature with darkvision can not see through the magical darkness.
Each enemy creature inside must make a Constitution saving throw. On a failed save, each creature is knocked prone, and falls under the effects of the slow spell. On successful save, they are not under the effect of the slow spell.
When they start their turn in the spells range, they must succeed on a Strength saving throw or are pulled 5 ft towards you.
This ability can be used twice per long rest.
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