Fighter
Base Class: Fighter

Gravity warriors use the power of magical gravity crystals, either infused into their equipment or bodies, to execute maneuvers that defy the normal laws of physics. Whether it's moving with enhanced mobility or forcing their opponents into vulnerable positions, gravity warriors are masters of maneuvering the pieces on the board.

Gravity Powers

Powers. When you choose this archetype at 3rd level, you learn two powers (comet rush and mass driver) that are fueled by special dice called gravity dice. As you level up, you will acquire more powers.

Gravity Dice. You have four gravity dice, which are d8s. A gravity die is expended when you use it. You regain all of your expended gravity dice when you finish a short or long rest.

You gain another gravity die at 7th level and one more at 15th level.

Saving Throws. Some of your powers require your target to make a saving throw to resist the power’s effects. The saving throw DC is calculated as follows:

Power save DC = 8 + your proficiency bonus + your Constitution modifier

Artificial Gravity

At 3rd level, you gain passive control over your movement in low and zero-gravity environments. While in low gravity, your walking speed remains normal. While in zero-gravity, you gain flying speed of 10 ft.

Comet Rush

You unlock this power at level 3. At the start of your turn, you may expend any number of gravity dice. For every gravity die expended this way, you add 10 ft. to either to either your jump height or walking speed until the end of your turn.

Mass Driver

You unlock this power at level 3. When you successfully land an attack with a melee weapon, you expend a bonus action and 1 gravity die. If you do, you may add force damage equal to the gravity dice expended to the damage roll. The target of the attack must also make a strength saving throw equal to your power save DC. On a failure, they are pushed 10 ft. directly away from you and rendered prone.

Suspend Gravity

You unlock this power at level 7. You may spend an action and 1 gravity die to cast levitate without the spell's normal components. The save DC is equal to your power save DC.

Improved Gravity Dice

At 10th level, your gravity dice turn into d10s. At 18th level, they turn into d12s.

Meteor Crash

You unlock this power at level 10. During your turn, if you are falling from at least 20 ft. above the ground, you may spend an action and 2 gravity dice to activate this ability. If you do, you become immune to fall damage until the end of your turn and fall up 120 ft. directly downwards immediately. When you land on solid ground, any creatures within 10 ft. of you must make a strength saving throw equal to your power save DC. On a failure, they take  bludgeoning damage equal to the gravity dice expended on this ability and are rendered prone. On a success, they take half the damage and are not knocked prone.

Event Horizon

You unlock this power at level 15. During your turn, you spend an action and 2 gravity dice to create a 10 ft. radius gravity distortion centered on yourself which follows you as you move for one minute. When you activate this ability, you must choose whether the distortion attracts or repels. If another creature starts its turn within the distortion, it must make a strength saving throw equal to your power save DC. On a failure the creature is rendered prone and is either pulled up to 10 ft. directly towards you or is pushed to the nearest empty space outside the distortion, depending on if you chose for the distortion to attract or repel. If the distortion is attracting, the area is considered difficult terrain for creatures moving away from you. If the distortion is repelling, the area is considered difficult terrain for creatures moving towards you.

Improved Gravity Dice

At 18th level, your gravity dice turn into d12s.

Overwhelming Force

You unlock this power at level 18. If a prone creature within 60 ft. of you attempts to stand up, you may use your reaction and 1 gravity die to force that creature to stay prone. If you do, their speed becomes 0 until the start of their next turn.

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