Base Class: Fighter
Weaving the gravitational fields around them, gravity knights are tremendous fighters. Known for being able to switch in and out of aggressive and defensive styles of fighting, they represent a formidable foe. Their formation requires peeing into the endless void to grasp its powers, altering their being.
Manifest Potential
You learn to manipulate the gravity field around you. Starting at 3rd level as a bonus action choose one of the powers described below, it affects you for 5 minutes.
- DECREASE GRAVITY: Your jump distance is tripled, you ignore difficult terrain, have advantage on dexterity saving throws and your AC increases by 1 as you are more nimble.
- INCREASE GRAVITY: You have advantage on athletics checks for grappling and your attacks are heavier, when you deal damage to a creature with a melee weapon attack, you deal and additional 1d4 bludgeoning damage. In addition the area in a 5ft radius centered on you in considered difficult terrain.
You can use this ability twice per short rest. At level 10 you can use this ability 3 times per short rest.
Gravitational Attraction
At 7th level, You have a certain charismatic pull that leaves no one unbothered. You become proficient in your choice of either persuasion or intimidation., and you can add your proficiency modifier twice to any check made using this skill once per day.
In addition your gravitational control increases, you cannot be knocked prone against your will.
Relentless Field
You've learned to exercise greater control on the gravity around you. At 10th level, each power of you manifest potential is increased.
DECREASE GRAVITY: now increases your movement speed by 10ft, increasing your AC by 2, and your jump distance is now multiplied by 6, and you take 1/2 fall damage if you pass a dc 10+(1/2 the fall height) acrobatics check. In addition while using this power, when you are about to take damage from a weapon attack, you can reduce the damage by an amount equal to 1d10+your proficiency bonus.
INCREASE GRAVITY: now renders the area in a 15ft radius centered on you difficult terrain, and any hostile creature that starts their turn in that area must succeed a Strength saving throw or take damage equal to your proficiency modifier as gravity crushes them. As a reaction to dealing damage with a melee weapon attack you can increase the velocity and the damage dealt by an amount equal to 1d10+your proficiency bonus.
In addition you can now swap between forms as a bonus action. You may use these action 3 times per short rest.
Gravity Rule
At 15th level, as a part of using action surge, you can force all creatures of your choice in a 30ft radius around you to succeed a strength saving throw or be pulled in space adjacent to yours.
Anihilation
Beginning at 18th level, you unleash the power held within you. Choose a point of impact on the ground that you can see within 120 feet of you. you leap in the air 300ft and crash down speeding past terminal velocity. All creatures other than you in a 30 feet radius centered on the point of impact must succeed a Dexterity saving throw or take 8d10 bludgeoning damage or half as much on a success, as you crash in a fashion akin to a meteor.
You may use this ability once per short rest.
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