Base Class: Fighter
Weaving the gravitational fields around them, gravity knights are tremendous fighters. Known for being able to switch in and out of aggressive and defensive styles of fighting, they represent a formidable foe. Their formation requires peering into the endless void to grasp its powers, altering their being.
Manifest Potential
As a bonus action, you manipulate the gravity field around yourself, choosing one of the following effects. The effect lasts for 10 minutes or until you use this feature again.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a Long Rest.
Your Gravity Save DC equals:
8 + your Proficiency Bonus + your Strength modifier
Decrease Gravity
- Your jump distance is multiplied by 3.
- You ignore nonmagical difficult terrain.
- You have advantage on Dexterity saving throws.
- Your AC increases by 1.
Increase Gravity
- You have advantage on Strength (Athletics) checks.
- The area within 5 feet of you is difficult terrain for hostile creatures.
- Once on each of your turns when you hit a creature with a melee weapon attack, you deal additional bludgeoning damage equal to your Gravity Damage die.
Gravity Damage
Level Extra Damage 3–9 2d6 + PB 10–17 4d6 + PB 18–20 6d6 + PB
Decrease Gravity
- Your jump distance is multiplied by 3.
- You ignore nonmagical difficult terrain.
- You have advantage on Dexterity saving throws.
- Your AC increases by 1.
Increase Gravity
- You have advantage on Strength (Athletics) checks.
- Once on each of your turns when you hit a creature with a melee attack, you deal an extra 1d4 bludgeoning damage.
- The area within 5 feet of you is difficult terrain for hostile creatures.
Once on each of your turns when you hit a creature with a melee weapon attack, you deal additional bludgeoning damage equal to your Gravity Damage die.
Gravity Damage
| Fighter Level | Extra Damage |
|---|---|
| 3rd–9th | 2d6 + PB |
| 10th–17th | 4d6 + PB |
| 18th–20th | 6d6 + PB |
Gravitational Attraction
Your mastery of gravity affects those around you.
- Gain proficiency in either Persuasion or Intimidation (if already proficient, gain proficiency in the other skill instead).
- When making a check with either skill, add your proficiency bonus twice.
- You cannot be forcibly knocked Prone.
Intimidation
You gain expertise in the Intimidation skill.
Persuasion
You gain expertise in the Persuasion skill.
Relentless Field
Your control over gravity deepens. Both Manifest Potential options improve.
Improved Decrease Gravity
- Your speed increases by 10 feet.
- Your AC bonus becomes +2.
- Your jump distance is multiplied by 6.
- You ignore falling damage.
In addition, when a weapon attack hits you, you may use your reaction to reduce the damage by: 1d10 + your proficiency bonus
Improved Increase Gravity
- The difficult terrain extends to a 15-foot radius around you.
- When a hostile creature starts its turn in that area, it must succeed on a Strength saving throw or take bludgeoning damage equal to your proficiency bonus.
Flexible Gravity
You can switch between Increase Gravity and Decrease Gravity as a bonus action.
Improved Decrease Gravity
- Your speed increases by 10 feet.
- Your AC bonus becomes +2.
- Your jump distance is multiplied by 6.
- You ignore falling damage.
In addition, when a weapon attack hits you, you may use your reaction to reduce the damage by: 1d10 + your proficiency bonus
Improved Increase Gravity
- The difficult terrain extends to a 15-foot radius around you.
- When a hostile creature starts its turn in that area, it must succeed on a Strength saving throw or take bludgeoning damage equal to your proficiency bonus.
Gravity Damage
| Level | Extra Damage |
|---|---|
| 3–9 | 2d6 + PB |
| 10–17 | 4d6 + PB |
| 18–20 | 6d6 + PB |
Gravity Pulse
When you use Action Surge, you may unleash a powerful gravitational shockwave. Each creature of your choice within 30 feet of you must make a Strength saving throw. On a failed save, a creature is pulled to an unoccupied space adjacent to you and its speed becomes 0 until the start of your next turn. On a successful save, the creature is unaffected.
Annihilation
You unleash the full force of your gravitational mastery. As an action, choose a point on the ground you can see within 120 feet of you. You leap high into the air and crash into that point with meteor-like force. Each creature other than you within a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes: 12d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked Prone.
Once you use this feature, you can't use it again until you finish a Long Rest.
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