Fighter
Base Class: Fighter

As a Gravity Warden, you have mastered the forces that bind the universe together. You can shift gravity’s pull, altering the flow of combat in unimaginable ways. Whether through forbidden arcane knowledge, a unique training under a celestial entity, or the manifestation of an innate connection to cosmic forces, you command gravity as a weapon—crushing your foes, changing your own movement, and altering the course of battle itself.

Gravitational Shift

At 3rd level, you learn to manipulate gravity in your immediate vicinity, altering your movement and your strikes. As a bonus action, you can change the gravity in a 10ft. Radius around you, granting you one of the following effects:

  • Weight of the Earth – For 1 minute you are immune to being knocked prone, and your melee attacks deal extra 1d8 force damage as the gravity around you crushes your foes.
  • Zero Gravity – Your movement speed increases by 10 feet for 1 Turn, and you can move freely through difficult terrain and in every direction within this extra 10ft.
  • Gravitational Pull – As a reaction, when a creature within 10 feet of you makes an attack, the target has to roll their attack roll again.

You can use gravitational effect equal to your proficiency bonus per short or long rest. You can only have one effect activated at the same time.

Gravitational Anchors

You have learned to create small gravitational fields at different locations, anchoring your enemies and limiting their movement.

As a bonus action, you can place up to two gravitational anchors at points within 30 feet of you. These anchors last for up to 1 minute or until you choose to dismiss them.

  • Restraining Effect: Any creature that enters or starts its turn within 5 feet of an anchor must succeed on a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, they're pulled to the center of the anchor, and they can only move within a 10-foot radius of the anchor.
  • Multiple Anchors: If a creature is within the area of both anchors, it must make a separate saving throw for each one.
  • Additional Control: You can use your reaction to pull a slowed creature 5 feet closer to an anchor when it moves.

You can use this ability a number of times equal to your proficiency bonus per long rest.

Singularity

At level 15, you can temporarily increase the gravitational force around you, creating a small singularity at your location. As an action, you can cause a 5-foot radius around you to become intensely heavy, pulling enemies in a 30ft. Radius and allies towards you.

  • All creatures within this radius must make a Strength saving throw or be pulled 10 feet towards youknocked prone and take 2d8 force damage if they fail the save. Creatures within the 5-foot radius have disadvantage.
  • Creatures within the radius have their movement speed reduced by half if they move away from the singularity.

This effect lasts for 1 minute and can be used once per long rest.

Gravitational Mastery

At 10th level, when you use Gravitational Shift, you can choose one additional effect to apply at the same time. You can apply any combination of the following for 1 minute:

  • Weight of the Earth – You deal extra 1d8 bludgeoning damage on melee attacks.
  • Zero Gravity – Your movement speed increases by 20 feet, and you can move through the air as if you had a flying speed of 20 feet.
  • Gravitational Pull – When a creature makes an attack against you, you can use your reaction to pull it 15 feet towards you, the target has to roll their attack roll again.

You can use Gravitational Mastery once per short or long rest.

Event Horizon

At 18th level, you can create a massive gravitational force that crushes everything in its vicinity, dragging foes into an event horizon where escape is impossible. As an action, you can create an Event Horizon with a radius of 30 feet, centered on you, that lasts 1 minute.

  • All creatures within the area must make a Strength saving throw or be pulled towards the center and restrained for 1 minute.
  • Creatures that fail the saving throw also take 5d10 bludgeoning damage as gravity collapses inward.
  • Once per turn, when you deal damage to a creature within the Event Horizon, the damage is increased by 2d10.
  • Creatures that succeed on their saving throw take half the damage and are not restrained.

You can use Event Horizon once per long rest.

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