Force Master (5e Class)
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- 1 Force Master
- 1.1 Creating a Force Master
- 1.2 Class Features
- 1.3 Force Save DC
- 1.4 Unarmored Defense
- 1.5 Force Points
- 1.6 Weightless Touch
- 1.7 Force Cantrip
- 1.8 Fighting Style
- 1.9 Force Infusion
- 1.10 Force Pull
- 1.11 Force Actions
- 1.12 Force Aura
- 1.13 Force Archetype
- 1.14 Ability Score Increase
- 1.15 Extra Attack
- 1.16 Improved Force Infusion
- 1.17 Force Options
- 1.18 Force Aura Improvement
- 1.19 Forceful Resistance
- 1.20 Force Surge
- 2 Archetypes
Creating a Force Master
Extending her aura she locks the bandits in place as she slowly works towards them. This is their end they were caught in her field and now must pay the price. Before then can even make a sound a weight of 10 tons crushes them leaving nothing but blood splatter.
Standing at the vanguard of his group he starts to draw the gravity towards him. Stopping the archers that had ambushed his party from injuring his allies. He is a tower of impenetrable might and will stop all who hurt the ones he is trying to protect.
Moving weightlessly from building to building, sometimes on the tops other running up the sides. His prey below doesn't see or her him. He moves without a sound and finds his mark, draws his short sword that could be mistaken for a feather upon holding it. Waits and makes his move slashing the through and before his prey can even recognize there was a threat the second strike has already come.
You can make a Force Master quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background.
As a Force Master you gain the following class features.
- Hit Points
Armor: Light and medium armors, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Insight, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor and a Longbow with 20 arrows or (b) Chain mail and a simple weapon
- (a) martial weapons and a shield or (b) two martial weapons
- (a) light crossbow and 20 bolts or (b) two handaxes
- (a) dungeoneer's pack or (b) burgler's pack
|1st||+2||Save DC, Force Points, Weightless Touch, Unarmored Defence||5|
|2nd||+2||Fighting Style, Force Infusion||10|
|3rd||+2||Force Archetype, Force Aura||20|
|4th||+2||Ability Score Improvement, Force Pull||20|
|5th||+3||Fighting Style,Force Action, Extra Attack||35|
|7th||+3||Force Archetype Feature, Improved Force Infusion||45|
|8th||+3||Ability Score Improvement, Force Action||45|
|10th||+4||Force Archetype Feature, Force Action||60|
|11th||+4||Force Aura Improvement||65|
|12th||+4||Ability Score Improvement||65|
|15th||+5||Force Archetype feature, Force Action||80|
|16th||+5||Ability Score Improvement, Force Resistance||80|
|17th||+6||Improved Force Strike||90|
|18th||+6||Force Archetype Feature, Force Action||90|
|19th||+6||Ability Score Improvement||100|
Force Save DC
Some of the effects of this class result in a need for your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Effect save DC = 8 + your proficiency bonus + your Constitution modifier.
Furthermore, all abilities of the Force Master are considered non-magical and are purely ability based. The Force Master's abilities are not affected by spells or abilities like Counterspell, Dispel Magic, antimagic cones, ect.
Your training has taught you how to harness the force of gravity. In order to do this, you spend what are called force points. You have a number of force points determined by your character level on the Table: The Force Master. You regain all expended force points at the end of a short or long rest.
Your manipulation of gravity makes things you wear feel almost weightless. You suffer no weight penalties from your equipment and you cannot become encumbered by your equipment. You can wield a two-handed weapon as though it were a one-handed weapon. Additionally, you can dual wield weapons that don't have the light property.
At 1st level you gain the Gravity Force cantrip.
At 2nd level and then again at level 5, you adopt a special fighting style, called a Force Wave, as your specialty. Choose one of the following options. You can't take a force wave option more than once, even if you later get to choose again.
- Continuous Force Wave
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Stochastic Force Wave
While you are wearing armor, you gain a +1 bonus to AC.
- Burst Force Wave
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Compact Binary Inspiral Force Wave
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with one hand, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
- Linearly Polarised Force Wave
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Bipolar Force Wave
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Also, you do not take penalties from dual wielding.
At 2nd level, you may enhance your strikes on your foes with the force. Once per turn you may expend 1 or more force points to add 1d6 force damage to your next weapon attack and one extra d6 for every extra point spent. You can add a number of damage die this way to a maximum of your proficiency bonus.
At 4th level, you can use an action on your turn and expend 1 force point to use your force to pull or push objects at a distance. You can move your target up to 30 feet towards or away from you in a straight line as long as the target is within 60 feet of you. If your target is an object being worn or carried by an unwilling creature or a creature itself, the target must succeed in a strength saving throw against your force save DC. If the target weighs more than your carry weight, nothing happens. If the creature or object impacts a solid surface as result of being pushed or pulled, it takes 1d6 points of bludgeoning damage for every 5 feet after 10.
You may use your force aura to directly attack a creature. When applicable add your Strength modifier + Proficiency Bonus to your Force attacks.
Cutting Wave. As an action, you can expand 1 force point to project your force in a way that allows it to cut through matter from a distance causing 2d6 force damage in a 10ft line. Additionally, you can expand an additional number of gravity points up to your proficiency bonus increasing the damage by 2d6 and extending the line by 5 ft. per additional point spent.
Force Spikes. As an action, you can expand 1 force point to create and project spikes of force in a 10-foot radius centered on a point that you can see within 60 feet of you. The spikes impale targets within range dealing 2d6 force damage. Additionally, any creature that ends its turn in the spikes takes 1d6 force damage. These spikes can be projected in mid-air or generated from the ground.
Force Vortex. As an action, you can expand 1 force point to generate a vortex composed of force in a single spot within 60ft that you can see. The vortex has a 10ft radius causing 3d6 force damage.All creatures within the vortex have their speed reduced by 10 ft to a minimum of 5 ft. Additionally, you can choose to expend force points not exceeding your proficiency bonus extending the radius by 5 ft and reducing the affected creatures walking speed by 10 ft per additional point expended to a minimum of 5 ft.
Force Bullet. As an action, you can expand 1 force point to fire bullets of force from your own body outside your gravity aura. The amount of bullets is equal to points spent. Each bullet auto hits a creature of your choice that you can see within 90ft. Each bullet Deals 1d8 Force damage. After the first bullet, you can use your bonus action to fire 2 more without spending more points.
At 3rd level, you may spend 2 force points as a bonus action to surround yourself in a sphere of force with a 10 ft radius centered on you and you may choose any creatures within the aura to be immune to its effects. This aura can last up to one minute. Additionally, when you choose to activate it, you can decide to spend any number of extra force points to expand the Aura by 10ft per force point. When you activate this feature, and at the start of your following turns choose one of these effects:
Push. Creatures within your aura must make a Strength Save at the start of their turn. If they fail they are flung outside the aura's radius.
Pull. Creatures within your aura must make a Strength Save at the start of their turn. If they fail they are shoved next to you.
Wave Warp. Requires 7th level. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 3rd level, you choose an archetype that you strive to emulate in your ways of gravity manipulation. Choosing between Collision Soldier, Force Knight, Weightless Assassin, & Flux Sentinel. The archetype you choose grants you feats at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Increase
When you reach 4th level, and again at, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Force Infusion
At 7th level, force infusion now deals 1d8 force damage for each 1 gravity point spent. Again at 17th level, force infusion deals 1d10 force damage and additional 1d10 damage for each 1 force point spent. Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Beginning at 9th level, While a creature is within your force aura, you may choose to apply one of the following effects as a bonus action:
You may spend 2 force points to force a targeted creature within your aura to make a strength saving throw or be knocked prone. Creatures knocked prone in this way have disadvantage on saving throws against your auras effects.
You may expend any number of gravity points to fling a targeted creature. The target must make a Dexterity saving throw, on a failed save, the creature is thrown 10 feet up in the air per point spent.
You may spend 3 force points to force a targeted creature to make a Strength saving throw. On a failed save the creature is restrained by the force around it for 1 Minute. It cannot move or take any actions, except to remake the saving throw at the end of its turns.
Force Aura Improvement
Starting at 11th level, Whenever applying the gravity options to your gravity Aura, you can activate one of the following by expending an additional 3 gravity points:
Heavy Force Creatures within the aura must make a Strength saving throw whenever they move or attack. On a failed save, the creature is knocked prone and must use its next turn to stand. Ranged attacks are made at disadvantage and have half normal range.
Light Force Creatures within the aura have their jump height and distance doubled, their speed is doubled and may take 1 extra action, reaction, and bonus action per turn. Creatures have advantage on ranged attack rolls. Objects and creatures within the aura weigh half as much as they would normally.
Floaty Force Creatures within the aura float in place, unable to move without jumping or pushing off of something. Melee attacks are rolled at disadvantage and ranged attacks have advantage.
At 16th level all attacks made against you or allies inside your aura are made with disadvantage. Additionally attacks made by you and your allies have advantage.
At 20th Level you can use your action to regain half your Force point Maximum. You can't use this feature again until you take a long rest.
Those who choose the Archetypal Collision Soldier have extensively studied the effects of their force auras and the objects that interact with them. These Collision Soldiers have undergone extensive research and desire to see the extent of what the force auras can grow and become.
- Force Aura Mastery
At 3rd level, you can now place your force aura at a location that is within 60 feet of you, instead of it being centered on yourself. In addition you can move the force aura 30 feet each turn.
At 7th level, your movement is increased by an additional 10 feet, and you have advantage on grapple checks.
- Force Zone
At 10th level, you can spend 10 force points to have your force aura create a whirlpool effect, sucking any creature caught in it towards its center. The creature must make a Strength save and if it fails it takes 3d6 force damage.
- Orbiting Strike
At 15th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you. You must make a separate attack roll for each attack made.
- Impact Joule
At 18th level, you can spend up to 25 force points as a bonus action to make your gravity aura become electrically charged. Creatures in your force aura take 1d8 for every 2 points spent. The creature must make a Constitution Saving throw, on a success they take half damage.
Those who choose the archetypal Force Knight wish to protect their allies. They become a force of unstoppable might to ensure that whatever they are facing won't budge them. Force Knights focus on the principle of shifting the force to prevent their allies from taking a hit.
- Force Endurance
Starting at 3rd level, your hit point maximum increases by 2 hit points and continues to increase by 2 additional hit points per level of Force Master. You also become proficient in Heavy Armor.
- Vector Shift
At 3rd level, when a creature makes a attack against a creature, including you, you can spend 1 gravity point to make the creature's attack hit you instead of its target as a reaction. The inverse is also possible. This ability can only be used once per turn.
At 7th level, you can spend 2 force points to gain the ability to increase the force in your aura. Allowing you to use your reaction to make a creature attacking you to do half-STR modifier damage.
At 10th level, you may spend 3 force points to create a field of forceful friction around a creature within 60 feet of you. That creature must make a strength saving throw or have its movement speed halved for 1 minute.
- Positive-Negative Attraction
At 15th level, when a creature within 30 feet of you is hit by a weapon attack, you can spend 4 force points as a reaction to push or pull the creature 10 feet, causing the attack to miss. The creature targeted must make a dexterity save or it is knocked prone after being moved.
- Seismic Slam
At 18th level you can spend up to Half of your current force points to slam the earth, creating an earthquake. All creatures in a 200-foot radius of you must make a Dexterity saving throw, if they fail they take 1d8 force damage for every 1 force point spent. Usable once per long rest.
Those who have chosen the path of the Weightless Assassin have become in tune with the force to the point that they will create quick executions of their enemies. They go about doing this by striking fast and hard before the enemy has a chance to react.
- Defy Gravity
At 3rd level, you have mastered the ability to manipulate the gravity around you. You may use a bonus action to spend 5 gravity points to gain a fly speed of 80 feet for one minute.
- Weightless Strikes
At 7th level, you can spend 2 force points to remove the gravitational pressure on your weapon allowing you to make an extra attack. You can do this a number of times equal to half your Force Master level (rounded down) + strength modifier. You can make one additional attack at 7th level, two at 11th, and three at 15th level. You regain all expended uses after a long rest.
At 10th level, you have mastered the ability to push or pull an object or creature. You use a bonus action to spend 5 gravity points to cast the Telekinesis spell.
At 15th level, once per round as a free action, you can spend 5 force points to double your speed until the end of the round.
- Collapsing Star
At 18th level, as an action, you can spend all of your remaining gravity points to attempt to destroy the core of a creature. The creature must make a constitution save and upon failing is crushed by the force upon them, killing them instantly.If the creature succeeds the target takes 10d8 force damage and is knocked prone.
The path of the Flux Sentinel are hard working and complex individuals who have been through many trials transforming them into true wielders of the force. A Flux Sentinel although difficult to use, can be one of the most powerful as their unique control over the force makes them a Force Master in every right.
- Freedom of Gravitation
At 3rd level, you have mastered the ability to manipulate your own personal force field. You may use a bonus action to spend 5 gravity points to gain a fly speed of 30 feet as well as for the duration, your movement is unaffected by difficult terrain; Water, spells, and other magical effects can neither reduce your speed nor cause you be paralyzed or restrained. This ability lasts for one minute.
- Fundamental Forces - Push & Pull
At 7th level, you can now harness your force field and the force fields of other creatures and objects. By spending 1 or more gravity points as an Action or Bonus Action to remove the gravitational limits of your Gravity Aura abilities, you may use these enhanced aura abilities without the actual activation of your aura.
Repuslive Force: Creatures or objects within your sight must make a Constitution Save when targeted by this ability (maximum targets is equal to your Proficiency Bonus + Constitution Modifier). If they fail, they are pushed 5-ft per force point expended in any direction (the creature or object receives the appropriate damage based on the amount of feet they fall or pushed into an opposing object as if they fell. If the creature or object is pushed into something they can be held in place through sheer gravimetric force by making a Concentration check against (DC: HD of creature + creature's Constitution modifier). Each round, the creature can make a Constitution saving throw to attempt to break free of being held in place. If the creature or objects succeed on their saving throw they instead resist having their gravity manipulated.
Attractive Force: Creatures or objects within your sight must make a Constitution Save when targeted by this ability (maximum targets is equal to your Proficiency Bonus + Constitution Modifier). If they fail, while you are wielding a weapon or if you are proficient in unarmed attacks, they receive force damage from the weapon as if you had landed a critical hit + an additional d6 per 10ft pulled. If the creature or object succeeds, they resist having their gravity manipulated.
Almighty Force: By using a Bonus Action to spend 5 force points per creature or object within your sight, it must make a Constitution Save when targeted by this ability (maximum targets is equal to your Proficiency Bonus + Constitution Modifier). If they fail, they are under the effects of the Telekinesis spell.
- Almighty Push
At 10th level, you have mastered the ability to push not only force but energy as well. As a Bonus Action, you may use up to 15 force points to increase the strength of your repulsive field. By expending 3 force points you gain resistance to all physical damage types, by expending 7 force points all ranged attacks have disadvantage against you and you gain resistance to energy based attacks, and lastly, by expending 15 force points you gain all the aforementioned abilities as well as advantage on saving throws against spells. In addition, as an Action, you can spend 1/2 of your remaining force points to attempt to blow up every object and creature in a massive radius of up to 25 miles through a buildup of a massive amount of repulsive force which gathers above the target, crushing everything beneath in an enormous explosion. All creatures must make a Constitution saving throw. On a failed saving throw, the creature is crushed by the force of gravity upon them, killing them instantly and mutilating its body so severely that nothing (save a wish spell or divine intervention) can restore it. Any creature or object that makes a successful saving throw instead take 12d8 force damage and are knocked prone for 30 seconds. All treasure and weapons dropped by the creatures in the radius are left in tact. This last ability can only be used once per long rest.
- Fundamental Force
At 15th level, all abilities that are described having a range become limitless. However, the force of a creature or object becomes increasingly weaker at farther distances. If a Flux Sentinel uses a Gravitonic ability farther than its intended range the Gravitonic Master must make concentration checks periodically (every 20-ft x Constitution Modifier) or the ability is lost.
- Catastrophic Planetary Devestation
At 18th level, the Flux Sentinel has learned to create force spheres, a powerful technique which emerges from his hands and acts as a center of gravity drawing in everything in its surroundings to create an enormous satellite over a period of turns equal to your Constitution Modifier +5. The Flux Sentinel creates one of these spheres that has a radius of 50 feet and can be sent to any point the user can see. You may move the sphere up to 60 feet per turn as a bonus action. All objects make no saving throw and are drawn in. Creatures must make a Dexterity saving throw or be drawn into the satellite. If a creature fails their initial Dexterity saving throw they receive 2x the damage from this ability. When using this ability for damage, refer to the Meteor Swarm spell, however, the fire damage is instead treated as force damage. This ability can only be used once per long rest.
Prerequisites. To qualify for multiclassing into the Force Master class, you must meet these prerequisites: Have an ability score minimum of 13 Strength and 13 Constitution.
Proficiencies. When you multiclass into the Force Master class, you gain the following proficiencies: All armor and Athletics.