Fighter
Base Class: Fighter

Gravity Knights learn to magically manipulate gravity.

Gravity Magic

This subclass grants you some magical gravity-based effects. Whenever an ability calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your intelligence modifier.

Heavy Strikes

Starting at 3rd level, when you hit a creature with a melee attack, you can force it to make a saving throw against your gravity save DC. On a failed save, the creature is pushed back a number of feet equal to 5 x half of your intelligence modifier (minimum of 5 feet) You can use this feature a number of times equal to your intelligence modifier.

When you reach 15th level, you can use this feature once per round. Once per long rest, you can apply this feature to every hit you land for a single round.

Soldier Drop

When you reach 7th level, you can cast feather fall at will. In addition, you can cast levitate once per long rest. Casting these spell requires no material components.

Gravity Walk

When you reach 10th level, you can cast spider climb at will, but only targeting yourself

Alter Speed

When you reach 15th level, you can manipulate a creature's gravity to affect its speed. Whenever a creature moves (willingly or not) within 60 feet of you, you can use your reaction to increase or decrease the distance it moves by 15, to a minimum of 5 feet.

Negate Gravity

When you reach 18th level, your mastery over gravity is so complete you can assert total control over the gravity in an area. Once per long rest, you can use your action to cast reverse gravity, except the range changes to a 100 foot sphere and you choose the direction that the gravity shifts to. Alternatively, you can cast levitate on every creature within 100 feet of you. When you move creatures affected by the levitate option, you move them all at once.

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