Base Class: Fighter
Also called falling stars or starscourge, these fighters tap into Dunamancy to enhance their martial prowess. Whether it is through the study of Graviturgy or through some sort of magical accident, these warriors exert control over the fundamental force that is gravity to enhance themselves in battle. They are able to drag foes towards them, shattering the earth and their enemy's bones, there's no running away from them, as they glide across the battlefield with the power to stop stars.
Null Attraction
When you choose this archetype at 3rd level, you have learnt to negate yourself and objects from being affected by the force that restrains everyone else. Instead of walking, you may float 1 foot above the ground and glide in any direction you could move with your walking speed, up to a number of feet equal to your current walking speed, and moving this way reduces your walking speed a number of feet equal to the amount of feet you moved. You are still affected by difficult terrain when floating this way.
Additionally, as an action, you can touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place for 1 hour or until you dismiss it (no action required). Only you can move the object normally. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check (DC= 10 + your proficiency bonus + your Constitution modifier), moving the object up to 10 feet on a success. You can use this feature once, gaining the ability to use it again when you finish a short or long rest.
Gravitational Pull
Also at 3rd level, you can summon a wave of gravity that attracts foes to you. As a bonus action, choose a creature within 60 feet of you. They must succeed on a Strength saving throw (DC=8 + your Proficiency bonus + your Constitution Modifier) or be pulled 20 feet in a straight line towards you. Alternatively, on a failed save you can choose to knock the target prone instead.
Unbound Movement
Beginning at 7th level, you can temporarily fully eliminate the tether between yourself and gravity. As a bonus action, you can gain a flying speed of 50 feet and can hover for 1 minute. Alternatively, as a bonus action, you can give yourself and creatures you can see within 30 feet of you, up to a number equal to your Constitution modifier, a flying speed of 10 feet and the ability to hover for 1 minute. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
In addition, you can cast the Feather Fall once per long rest without expending a spell slot and without components. Constitution is your spellcasting ability modifier for this spell.
Gravitic Field
At 10th level, you emanate can choose to emanate an aura of powerful gravitational energy. As part of activating your Gravitational Pull feature or as a bonus action on your turn, you may seethe an aura of graviturgic magic. You do so for 1 minute, the aura reaches 10 feet in all directions from you, and when you activate this feature, choose between the following two options:
- Decrease Gravity: Your walking speed increases by 10 feet and you ignore difficult terrain. Additionally, as a reaction to you or an ally within the aura being hit by an attack, you can diminish its density, reducing the damage by 1d6 + your Constitution modifier. The damage can't be reduced to less than 0 this way.
- Increase Gravity: You have advantage on Strength checks and Strength saving throws. Terrain within the aura counts as difficult terrain for all creatures other than you.
You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses when you finish a long rest.
Accretion
Starting at 15th level, you can rip the ground apart into a mass of debri to throw at your foes. As an action or as two attacks, you may gather pieces from the ground around you into a deadly projectile infused with gravitational energy. Choose a point you can see within 30 feet of you. Ceatures within 5 feet of it must succeed on a Dexterity saving throw, as you hurl the mass of gathered pieces of ground. On a failed save, a creature takes 8d6 magical bludgeoning damage and become stunned until the end of your turn.
You can use this feature once, gaining the ability to use it again when you finish a short or long rest.
Black Sinkhole
By the time you reach 18th level, as an action, you can focus a point you can see within 60 feet of you and create a hole in reality of pure gravitational energy. A 20-foot-radius sphere of crushing blackness force forms at that point. No light, magical or otherwise, can illuminate the area, creatures fully within the area are blinded, and a creature with darkvision can't see through it. No sound can be created within or pass through it, any creature or object entirely inside the sphere is immune to thunder damage, and the area inside of it is difficult terrain.
Each creature inside the sphere at the time it is created must make a Constitution saving throw (DC= 8 + your proficiency bonus + your Constitution modifier) or take 14d8 force damage and be pulled towards the centre of the sphere, taking half as much damage on a failed save. A creature that ends its turn in the sphere must repeat the saving throw this way.
The sphere lasts for a number of rounds equal to your Constitution modifier. A creature reduced to 0 hit points inside the sphere is disintegrated. A disintegrated creature, everything it is wearing and carrying, and all nonworn nor carried nonmagical objects within the sphere are reduced to a pile of fine gray dust.
You can use this feature once, regaining the ability to use it again when you finish a long rest.
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