Rogue
Base Class: Rogue

Being able to pick a lock or a pocket, scale a building or hide from city guards are all vital skills for any rogue worth their salt. But some rogues stand out among the many thieves, assassins and spies. Singularities are benders and manipulators of space and reality; individuals who through strange circumstances have learnt how to control gravity itself. Instead of picking a pocket, they can simply will the pocket’s contents to their hands; instead of scaling a building, they can float weightlessly to its peak; and instead of hiding from guards, they can pin them down with gravitational force.

Gravitation Lash

Beginning when you choose this archetype at 3rd level, you can condense gravity itself into a whip-like weapon. Your Gravitation Lash counts as a melee weapon with the finesse property, and has a reach of 15 feet. On a successful hit, it deals 1d8 force damage. You use your Intelligence modifier, instead of Strength or Dexterity, for its attack and damage rolls.

Alternatively, whenever you roll to hit with your Gravitation Lash, you can choose to have the attack deal no damage on a hit and instead force the target to make a Strength saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. If the target is a creature no larger than Medium and fails the save, it is pulled 15 feet closer to you. If the target is a creature of Large or greater size, or an object of Medium or greater size, it automatically succeeds on the saving throw and you are instead pulled 15 feet closer to it. Tiny or Small objects automatically fail the saving throw.

Anchoring Force

At 9th level, you can restrain creatures with the force of gravity. As an action, you can target a creature within 60 feet of you and force it to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature takes force damage equal to your proficiency bonus and is considered restrained. A restrained creature can use an action on its turn to roll a Strength (Athletics) check against the save DC. On a success, it breaks free and is no longer considered restrained.

You can use this feature once per short rest.

Zero Gravity

At 13th level, you can manipulate gravity around a creature or object to allow it to float. You learn the Levitate spell and can cast it at will. Intelligence is your spellcasting ability for this spell.

Attracting Impact

At 17th level, you can cause gravity to temporarily and suddenly intensify around your weapon. As a bonus action, you can grant yourself advantage on the next attack roll you make with a weapon. On a hit, the attack deals an additional 2d6 damage and all damage dealt by the attack is replaced with force damage.

You can use this feature once per long rest.

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