Base Class: Barbarian
Barbarians who follow the Path of the Gravitic Sentinel have attuned themselves with the force of the earth itself. Their rage creates shock waves that disrupt gravity around them, causing fissures, capturing enemies in a gravitic well and inducing quakes wherever they tread.
Gavitic Field
Starting when you choose this path at 3rd level, whenever you enter a rage the 10ft radius centered on you becomes difficult terrain as your gravitation energy draws them in.
In addition, as a reaction, you may attempt to prevent a creature from leaving this radius. The creature must succeed on a strength saving throw (DC 8 + Prof. + CON) or be unable to leave your rage's area of effect.
Earthen force
Beginning at 6th level, any enemies' Strength and Dexterity Saving Throws and Ability checks are made at disadvantage while within your Gravitic Field.
In addition, you may choose any creatures within your Gravitic Field that are currently Prone and cause them to also be Restrained.
If the creature(s) is (are) not currently prone - or is immune to the condition - you can use your action to attempt to restrain them. The creature(s) make(s) a Constitution Saving Throw DC (8 + Prof + CON) or be restrained until the start of your next turn, creatures immune to prone have advantage on this save.
Master of Gravity
At 10th level, you gain the ability to break free from the pull of the earth. When you do so, you cast the jump or feather fall spell, with a target of self, without using a spell slot or material components.
After you cast 2 spells in this way, you can’t use this feature again until you finish a long rest.
Gravitic Slam
At 14th level, your gravitic manipulation has grow powerful enough to send your enemies up into the air, and then cause them to crash back down to the ground. As a bonus action, you can initiate a Gravitic Slam, lowing the gravity in your gravitic field. All enemies within the field must make a Constitution saving throw DC (8 + prof + CON) or be raised 15ft from the ground until your next turn. While raised in this manner, enemies are Restrained.
On the following turn, with a surge of gravitic force you can use your action to slam any affected creature into the ground. Each creature takes 2d10 force damage and is knocked prone.
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