Fighter
Base Class: Fighter

In the mystical lands of Faerûn, legends whisper of a unique star that appears only once every century, known as the “Warden’s Star”. It’s said that when this star shines its brightest, a chosen few feel an unusual tug, as if the ground beneath them is gently pulling them closer.

This isn’t just any ordinary sensation – it’s the cosmic dance of gravity itself, reaching out to those it deems worthy. The story goes that the Warden’s Star, a fragment of an ancient celestial being, chooses fighters who possess an unwavering spirit and a kind heart. These chosen ones don’t just become Gravity Wardens by training or by birth. Instead, the very essence of gravity itself, stirred by the light of the Warden’s Star, awakens within them.

So, if a fighter in Faerûn ever feels an unexpected pull on a starry night, it might just be the universe’s way of saying they’re destined for something far greater than they could’ve ever imagined. They might be on their way to becoming a Gravity Warden, a guardian of the cosmic dance!

Gravitational Space

At 3rd level when you chose this subclass, gravity is controlled in the palm of your hands, and your whole body must adjust to the new abilities. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift using the gravity around you.

Gravitational Sigils

Also at 3rd level, you learn to tap into the power of gravity, allowing you to create Sigils that utilize the power of gravity. Each time you gain a level in this class, you can replace one sigil you know with a different one from this feature.

When you reach certain levels in this class, you learn additional Sigils, as shown in the Sigils known table.

Sigils Known
Fighter Level Number of Sigils
3rd 2
7th 3
10th 4
15th 5

 

 

The following Sigils are available to you when you learn a sigil. If a sigil has a level requirement, you must be at least that level in this class to learn the sigil.

If a sigil requires a saving throw, your Gravity ability save DC equals 8 + your proficiency bonus + your Constitution modifier.

Gravitational Bulwark.

Your understanding of gravity’s pull allows you to manipulate it for defense, turning even ordinary objects into formidable obstacles. You can manipulate the gravity around one object, up to the size of Large or smaller, at a time. By focusing on the object, you can double its weight.

Objects influenced by this gravity manipulation become deceptively heavy and difficult to interact with. When you use this ability on an object, creatures attempting to move, pick up, or manipulate it must succeed on a Strength check against a DC equal to 8 + your proficiency bonus + your Constitution modifier. For example, a rope anchored by this ability becomes harder to cut, or a door you’ve enhanced is harder to force open.

Once per short or long rest, as a reaction, you can intensify the gravitational field around a chosen ally within 30 feet, making them a harder target. This intensified gravity provides them with half cover, deflecting incoming attacks and granting additional protection until the end of your next turn.

Gravitational Pulse.

Your understanding of gravitational fluctuations enhances your ability to detect movement and changes in your surroundings. You have blindsight with a range of 10 feet.

Once per short or long rest, when you hit a creature with a melee attack, you can choose to unleash a pulse of gravitational energy. The target and all creatures, except you, within a 10 foot cone of you must succeed on a Strength saving throw or be pushed back 10 feet and be knocked prone. On a success the affected creatures are pushed back, but not knocked prone.

Gravity Anchor

You and allies within 10 feet have advantage on Strength saving throws against forced movement and becoming prone.

Once per short or long rest, as an action, you can increase the gravity in a 15-foot radius centered on you. All creatures, except you, in the area must make a Strength saving throw or be restrained for 1 minute. They can repeat the saving throw at the end of each of their turns.

Gravity Uplift

You and your allies within 10 feet gain advantage on Dexterity saving throws you can see, along with Dexterity checks (acrobatics).

Once per short or long rest, as an action, you can decrease the gravity in a 15-foot radius centered on you. All creatures, except you, in the area must make a dexterity saving throw or start to float and become prone. Lasts for 1 minute. They can repeat the saving throw at the end of each of their turns.

Gravity Well

Once per turn, you deal an additional 1d4 force damage to an attack. At level 10 the damage becomes 1d6

Once per short or long rest, replacing one weapon attack, you can pull a creature within 30 feet of you 10 feet closer. The targeted creature must make a strength saving throw or be pulled towards your space. if a creature is pulled within 5 feet of you by this ability, then they are dealt 2d6 force damage as they collide with the gravity well surrounding you. At level 10, when a creature or object fails the saving throw, it takes and additional 1d6 force damage.

Weightless Wield.

You can manipulate the gravity around one object, up to the size of Large or smaller, at a time. By concentrating on the object, you can halve its weight, making even a large boulder as light as a feather or causing a heavy anchor to float gently above the ground. Weapons feel almost weightless in your hands. Any weapon you wield that has the “Heavy” property loses that classification, allowing you to swing with ease and finesse.

As an action, you can focus the gravitational forces to assist you and your allies in leaps and bounds. You and allied creatures up to your Constitution bonus +1 (minimum of 2) within a 30-foot radius can jump three times your normal height. This enhanced mobility also means you and your chosen allies are not affected by difficult terrain. Should you fall during this empowered jump, the fall is cushioned as if under the effect of feather fall. This effect lasts for 10 minutes while concentrating, and you regain use of this ability after a short or long rest.

Gravitational Dominion

Your mastery over the unseen forces of gravity creates an aura of crushing pressure. As creatures and objects draw near, they are met with this relentless force, challenging their very movements and amplifying the might of your strikes. As a bonus action, you gain the following benefits for 1 minute:

  • Your gravitational presence creates immense pressure, slowing enemies from it. When enemy creatures or objects enter the area, or start their turn within 10 feet of you, their speed is halved until they leave the area.

  • You deal an additional 1d6 force damage to any creature you attack that is within 10 feet due to the intensified gravity surrounding you.

  • Your control of gravity within your dominion reduces gravity's effect on you. You have Increased movement speed by 10 feet for the duration.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. 

Complete Repulsion

At 7th level, your command over gravity lets you potentially redirect attacks. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. This can be used a number of times equal to your proficiency bonus, and all uses are regained on a long rest.

Gravitational Mastery

At 10th level, the gravitational energies you’ve harnessed begin to alter your physical state. You can fly up to your walking speed for a number of minutes equal to your Constitution modifier (minimum of 1), which you can spread out across multiple flights. Each flight must last a minimum of 1 minute. When you fall, you descend slowly, landing without taking fall damage. You gain this ability back on a long rest.

Additionally, your damage from Gravitational Dominion becomes 2d6.

Gravitational Sphere

At 15th level, your mastery of gravity is unparalleled. As an action, you create a sphere centered on a point you choose within 150 feet. The sphere can have a radius between 30 feet to 60 feet. A 20 feet radius sphere in the center of the area becomes filled with magical darkness and crushing gravitational force while the remainder of the area becomes a gravitational field of force swirling around the center.

For 1 minute while concentrating, as if on a spell, the following effects happen. The abilities area is difficult terrain. Any creature or object must make a strength saving throw when entering the area for the first time, or if their turn starts there. On a failed save the creature or object becomes restrained, and are pulled into the dark sphere and stay within it’s center until succeeding the saving throw at the beginning of their turns. On a success, the creature or object is only affected by the difficult terrain.

Once pulled within the dark sphere in the middle, creatures and objects with Darkvision can’t see through the magical darkness, and nonmagical light can’t illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, is under the effects of full cover, and is deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

An affected creature takes a level of exhaustion at the beginning of each of it's turns that it is in the dark sphere. A creature or object that take six levels of exhaustion or that are reduced to 0 hit points while in this sphere are disintegrated. A disintegrated creature or object and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

This ability lasts for 1 minute, or if you are incapacitated, or if you dispel it (no action required). You can perform this action once per long rest.

Gravitational Sovereign

At 18th level, once per long rest, you can focus the gravity to either summon a meteor or become a living projectile. Choose a point within 90 feet. If summoning a meteor, you must take an additional action to prepare to do so, forgoing your turn to pull down a meteor from space. If becoming a living projectile, you must be above 100ft in the air before descending down.

If you took the prepared action to summon a meteor, on your following turn, the start of your turn is when the ability goes into effect. If you flew up 100 feet, you may still use this ability if you have any movement left for your turn.

All enemies and objects within a 40-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, they take 10d8 bludgeoning damage and 10d8 force damage, or half as much on a successful one. If you become the source of damage and not a meteor to summon, you automatically gain 1 level of exhaustion afterwards.

You can perform this action once per long rest.

Additionally, your damage from Gravitational Dominion becomes 3d6.