Base Class: Fighter
Fighters who are taught the ways of gravity itself begin to be able to use it for themselves. Gravity Knights are knights that use gravity to either crush their foes with overwhelming pressure or defend themselves by becoming more nimble. These fighters are trained very particularly, with many years needed to be able to wield gravity for themselves.
Manifest Potential
Starting at 3rd level as a bonus action choose one of the powers described below, it affects you for 10 minutes.
- Decrease Gravity: your jump distance is tripled, you ignore difficult terrain, have advantage on dexterity saving throws and your AC increases by 1 as you are more nimble.
- Increase Gravity: You have advantage on athletics checks for grappling and your attacks are heavier, when you deal damage to a creature with a melee weapon attack, you deal an additional 1d4 bludgeoning damage. In addition the area in 5ft radius centered on you is considered difficult terrain
You can use this ability twice per short rest. At level 10 you can use this ability three times per short rest.
Gravitational Attraction
At 7th level, you have a certain charismatic pull that leaves no one unbothered. You become proficient in your choice of either Persuasion or Intimidation, and can add your proficiency modifier twice to any checks made using this skill.
In addition your gravitational control increases, you cannot be knocked prone against your will
Proficiency in Intimidation
You gain Proficiency in Intimidation
Proficiency in persuasion
You gain proficiency in Persuasion
Relentless Field
You've learned to exercise greater control on the gravity around you. At 10th level, each power of your manifest potential ability is increased.
- Decrease Gravity. now increases your movement speed by 10 feet, increases your AC by 2, and your jump distance is now multiplied by 6 and you ignore fall damage. In addition while using this power, when you are about to take damage from a weapon attack, you can diminish the impact it has on you, As a reaction, you can diminish the impact it has on you. As a reaction, you can reduce the damage by an amount equal to 1d10+your proficiency bonus.
- Increase Gravity now renders the area in a 15 feet radius centered on you difficult terrain, and any hostile creature starts their turn in that area must succeed a Strength saving throw or take bludgeoning damage equal to your proficiency bonus, as the gravity crushes them. As a reaction to dealing damage with a melee weapon attack, you can increase the velocity and the damage dealt by an amount equal to 1d10 + your proficiency bonus.
In addition you can now switch between each form using a bonus action.
Gravity Pulse
At 15th level, as part of using action surge, you can force all creatures of your choice in a 30 feet radius around you to succeed a Strength saving throw or be pulled in space adjacent to yours.
Annihilation
Beginning at 18th level, you can unleash the power held within you, Choose a point of impact on the ground that you can see within 120 feet. You leap in the air 300ft and crash down speeding past terminal velocity. All creatures other than you in a 30 foot radius centered on the point of impact must succeed a Dexterity saving throw or take 8d10 bludgeoning damage, or half as much on a success, as you crash in a fashion akin to a meteor.
You can use this ability once per short rest.
Previous Versions
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1/10/2021 3:29:57 AM
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Posted Mar 31, 2024That would make sense, If you ever update it then i'd be over the moon! ☺
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Posted Mar 30, 2024It's a really old adaption that I did a long time ago, it desperately needs a makeover because I did like everything incorrectly :)
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Posted Mar 29, 2024This is awesome, but for some reason its not populating on the character sheet when i select it for my fighter, any help?