Base Class: Fighter
"Gravity is a fickle mistress. With the right wink and the right smile, small pockets of it can be persuaded to shift to altogether new positions. Wall-Walking is not about sticking to walls or ceilings. It is simply about not falling from them."— Quoneel, The Maleficent Seven
Wall-Walking is a magic subclass available to fighters and rogues that gives practitioners who choose to master it the ability to walk on walls and ceilings.
Wall-Walking is most commonly seen among rogues with the criminal/spy background and assassin guilds such as the Daggers in the Darkness, as it greatly assists with infiltration, escape, stealth, and ambushes, and can put even experienced fighters at a disadvantage by disorienting them. Wall-Walkers are known to choose this as their discipline to aid their pre-existing ability to kill, seeing more aggressive subclasses as redundant.
However, Wall-Walking is perceived by those of the spellcasting classes to be among the weaker magical disciplines, so practitioners are uncommon even among assassins. Most rogue assassins or fighters would sooner opt to multiclass in a more diverse spellcasting class and learn spells to accomplish similar goals. However for those players willing to commit to this subclass, your character will unlock the ability to kill with an unmatched level of flourish.
A Wall-Walker is capable of manipulating a pocket of gravity around themselves so that they can walk on walls and ceilings. In universe, this is among the more difficult martial-caster hybrid disciplines to learn. Because Wall-Walkers can manipulate the gravity around their own centre of gravity, they have heightened agility, aiding in jumps and flips (advantage on all acrobatics checks), perfect balance (unable to be knocked prone), and impeccable reflexes (advantage on DEX saving throws).
Wall-Walking requires less magic than most inherent spellcasting, but it is always turned on, so Wall-Walkers are only able to use a limited list of weaker magical abilities as well as this. Specifically they can use spells with the same basic principles as wall-walking ("moving magic"). These include but are not limited to "Telekinesis (Wall-Walker Variant)", "Arcane Lock", "Knock", "Jump (Wall-Walker variant)", "Feather Fall (Wall-Walker variant)", and at higher levels "Telekinesis" and "Fly".
Some of the spells listed are homebrew spells that are essentially nerfed versions of their RAW variants.
Wall-Walking
Starting when you choose this subclass at level 3, you can stand and walk (at 1/2 your walking distance) on walls and ceilings with a successful DC 12 Acrobatics check. This is not a traditional "spell" that would use up a spell slot, it does however require concentration.
Acrobatics Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency in Acrobatics, allowing you to add your proficiency bonus to all acrobatics checks.
Loaded Dice
Upon choosing this archetype at 3rd level, you gain proficiency with all Dice Sets. Whenever a dice is rolled in your presence (by anyone) you can choose what number comes up using your gravity altering abilities and loading the dice. Simply tell the DM what number shows up and it will. Your character can use this ability to alter the result of the roll without using any spellcasting or skill check and can repeat this ability indefinitely.
Low Level Spellcasting
When you choose this archetype at 3rd level, you learn to perform the following 1st and 2nd level spells.
Jump. You touch a creature. The creature's jump distance is tripled until the spell ends. No components required.
Feather Fall. When you or a creature within 60 feet of you falls, feather fall can be casted. Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Arcane Lock/Knock. Sealing and unlocking doors is done by pressing one's hands to the door. The former appears as a sheen that spreads across the door, which acts as an extremely strong lock, although the door itself does not become any stronger. The latter can also be used even on entryways that are non-door mechanisms by skilled Wall-Walkers, provided they are able to envision the mechanism as a lock.
Telekinesis (Wall-Walker Variant). This debuffed version of the Telekinesis spell is a 2nd level concentration spell that lasts up to 1 minute. You gain the ability to move or manipulate the gravity around one creature or object within 30 feet as long as it weighs less than 50lbs. You can only move the object or creature in a 10 ft radius.
Wall-Walker's Grace
When you reach 7th level, you gain the ability to move along vertical surfaces and ceilings at full movement speed without needing to make an Acrobatics check. You have become even more skilled at defying gravity, making your movement more fluid and effortless.
Advanced Spellcasting
Upon reaching 10th level, you learn the following spells at fifth level:
Unstoppable Force. You send a massive wave of force in a 30 ft.-cone, dealing 5d6 force damage.
Immovable Object. You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 8,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC +5. On a success, the creature can move the object up to 10 feet.
Fly. You touch a willing creature (or yourself). The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. You can cast this on as many as three creatures at a time.
Telekinesis. You gain the ability to cast the full 5th level spell Telekinesis. You can move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range.
Gravity Well
Starting at 15th level, once per short rest, as a bonus action you can create a localized disruption in gravity, causing all creatures within a 20-foot radius centered on you to have their movement speed halved until the start of your next turn. This ability reflects your character's mastery over gravity manipulation, allowing them to momentarily affect their surroundings.
Gravity Fu
At 18th level, you gain the ability to temporarily manipulate the gravity around others. Doing so, you can subtly alter their stance, their balance, their centre of gravity, the force of their attacks and their movement. Mechanically, this means you can choose to impose disadvantage on attack rolls made against you until the end of your next turn. Additionally, when you hit a creature with a melee attack, you can choose to impose disadvantage on the target's next saving throw.
Gravity Mastery
Upon reaching level 20, you become a true master of gravity manipulation. You gain the ability to cast the spell "Reverse Gravity" once per long rest without expending a spell slot. Additionally, your wall-walking ability becomes even more versatile, allowing you to move along any surface (including liquids and non-solid objects)at an increased movement speed of 65 ft.
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