Rogue
Base Class: Rogue

Gravity Benders can use their knowledge and mastery of graviturgy magic to alter the weight of their tools or themselves to get a leg up on opponents or difficult situations. With their Graviturgy points they can alter the damage on their damage rolls, alter their speed or weight changing the tide of battle encounters and offering a few utility based skills. The Gravity Bender subclass is for players who want the sneaky playstyle of a rogue with the limitless imagination of a wizard. 

Graviturgy points

At 3rd level you gain Graviturgy points equal to half your level +proficiency bonus. You can expend these points to enhance your skills and abilities.

Gravity enhanced strikes

As a bonus action you can expend one or more Graviturgy points to enhance the damage you deal with your weapons for up to one minute for each expended point (minimum one). While this ability lasts use one tier higher dice for all your damage rolls. For example if your weapon uses a d6 die this ability allows you to use the d8 for all damage rolls, or if your weapon uses a d8 damage die you can use a d10. The highest damage die provided by this ability is the d12. This ability affects all attacks (including Attacks of Opportunity) except Sneak Attacks. The type of damage stays the same. You can dismiss this ability without using an action or bonus action to end this effect early.

Lighter feet

As a bonus action you can expend one or more Graviturgy points allowing you to lighten your body for up to 5 minutes for each expended point (minimum one). During this time your movement speed, climbing speed, and flying speed (if you have another source of flight) increase by 10ft. and your jumping length and height increase by 10ft. This ability does not alter your actual weight. This ability also doesn't affect your swimming speed and it doesn't decrease fall damage taken during this effect.

Weightless body

As a bonus action you can expend 2 or more Graviturgy points to make yourself weightless allowing you to walk on walls or ceilings for up to 5 minutes. Each additional expended point adds 2 minutes to the effect. While under the effect of this ability and while hidden you can attack an enemy with advantage and surprise them if the attack hits. Also while under this effect your weight category decreases by one and you have disadvantage on any strength saving throws and creatures have an advantage on strength checks that involve you directly (if you are a medium creature you are now considered a small creature weight-wise). If you are located above solid ground when this effect ends you lose your weightless effect and fall as normal taking any fall damage without reduction (unless you have a different source of fall damage reduction). 

While you are walking on a wall or ceiling any monsters without ranged weapons cannot make an attack against you. While on a wall or ceiling you can use your action to try and hide yourself from your enemies. 

Gravity Pit

When you declare an attack you can choose to expend 2 Graviturgy points (no bonus action required). After the attack roll, if the roll would fail you can roll an additional 2d6 and add the numbers rolled to the attack roll potentially turning it into a success. If the attack roll would succeed, you can then create a field with a 10ft. radius around the point of the attack. Any creatures within the field at the time of the attack have their speed reduced to 0 until your next turn. After that any creature in the field or entering the field must use twice as much movement to exit or pass through the field. The field and its effects last for 3 turns. 

The terrain within the field is not considered difficult terrain. The attack can be either a ranged attack or a melee attack. If the attack is a melee attack and the initial attack roll succeeds, you are unaffected by the effects of the field. Any flying creature within the field is grounded at the creation of the field or if it flies thought the area. Such creatures must make a dexterity saving throw with a save DC of 14. Upon a failed saving throw they are knocked prone. Upon a successful saving throw they land upright. Any flight capable creatures within the field cannot take flight for the duration of the field and are affected by the field like any other creature. The height of the field is 15ft (the field is of a cylindrical shape). If the target of a ranged attack with a successful initial attack roll is airborne they are knocked to the ground and are knocked prone (they cannot succeed in the dexterity saving throw). The field in this case is created on the ground in the place the creature fell.

Planetary Blade

At 17th level you gain a deeper understanding of your powers. You can make your held weapon with which you are proficient have its own gravitational pull making it easier to hit your enemies with your weapon as it is attracted to them. You can add an additional 1d8 to any attack roll you make. Whenever you are at a disadvantage you can add the extra rolled number to the lower roll. Similarly you can add the rolled number to the higher roll whenever you have advantage on attack rolls. You only ever roll one 1d8 per attack.

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