Gravitation manipulator (5e Class)
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A class focused on using weight manipulating magic to enhance there melee fighting ability through either control or agility.
The practitioners of this ability draw there power from both the positive and negative plane respectively. Some are born with the power to do so others gain in by staying in places where the line between the material plane and the outer planes draw thin. These warriors are often polar people being extreme in many aspects of there lives due to constantly channeling energies from opposing planes. The people who choose to walk this path are those of extraordinary willpower. Some people dedicate there lives to magic while others to there weapon-craft, very few have the will to do both.
Creating an Energy manipulator
An energy manipulator has some connection to Either the positive or negative plan Allowing them to channel magic and improve their physical fighting. These kind of connections are a lot like sorcerers origins, how did yours happen? What made you use these powers to become a Physical fighter rather than a pure caster?
- Quick Build
You can make an energy manipulator quickly by following these suggestions. First, Strength or dexterity should be your highest ability score, followed by Wisdom. Second, choose the Folk hero background. Third, choose chain mail, a martial weapon and a shield followed by 4 javelins and an explorers pack
As a Energy manipulator you gain the following class features.
- Hit Points
Hit Dice: 1d(10) per Energy manipulator level
Hit Points at 1st Level: 1d(10) + Constitution modifier
Hit Points at Higher Levels: 1d(10) (or 6) + Constitution modifier per Energy manipulator level after 1st
Armor: All armor shields
Weapons: simple weapons, martial Weapons
Saving Throws: Wisdom, strength
Skills: choose 3 from arcane, Athletics, Acrobatics, History, Investigation, Perception Persuasion, Intimidation, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor and 2 daggers
- (a) A martial weapon and a shield or (b) 2 martial weapons or (c) 1 martial weapon and 2 simple weapons
- (a) 15 darts or (b) 4 javelins
- (a) an explorers pack or (b) a dunguneer's pack
|Features||Cantrips||—Spell Slots per Spell Level—|
|3rd||+2||Heavy attack, sub-class feature||2||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||3||—||—||—||—|
|8th||+3||Ability Score Improvement||3||4||3||—||—||—|
|12th||+4||Ability Score Improvement||4||4||3||3||—||—|
|16th||+5||Ability Score Improvement, Repulsion||4||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||4||3||3||3||2|
1st level spellcasting
You have a natural ability to cast spells. Your spell casting modifier is wisdom, your spell save dc is (8 + your proficiency bonus + your wisdom modifier) you are naturally born with you ability to cast spells but they require a lot of practice and effort to learn and maintain.You know two 1st-level Spells of your choice from the spell list at the end of the page. you know a Number of spells equal to your wisdom modifier (minimum of 1) + half your level in this class rounded down
1st level Light Step
You gain the ability to channel arcane energy into yourself to lighten yourself, +10ft to your movement speed and gain a +2 to dexterity for 10 minutes. Once per long or short rest.
3rd level choose an order
At 3rd level, you chose a subclass archetype Choose between the Order of the blade order, Order of the lance ,or Order of the Bow, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th 11th and 17th level
4th 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.
2th level psionic force
You can use a bonus action to move a creature or object equal to or less than your size category, the dc is your spell save DC, creatures may make a strength saving throw to not be moved against you spell save dc. On a failed save you may move the object/creature up to 15 ft, moving on object or creature into an occupied space deals 1d6 force damage. increase this damage at 5th level(2d6), 11Th level (3d6) , 17th level (4d6)
3rd level Arcane strike
You gain the ability to channel Arcane energy through your weapon as your make contact. When you hit with a weapon attack you may expend a spell slot to deal and additional 1d12 force damage + 1d6 force damage for each spell level above 1st.
5th level Lighten
you may imbue a weapon over a short or long rest. Doing so gives it the light property and counts as magical for the purposes of overcoming resistances. This allows weapons that did not previously have the heavy property to gain the versatile property (use one dice type lower in place of the normal damage dice[example if you used this property on a great sword that is normally a 2d6 when used as a versatile weapon it would deal 2d4)). Using this on a projectile doubles its effective range. You may un-imbue a weapon at anytime as an action. You may imbue as many weapons as your wisdom modifier(minimum of 1).
9th level weapon conduit
When you succeed on a melee weapon attack with a weapon you have used light weapon on, You may expend a spell slot as a bonus action to cast a touch spell on the creature that was hit, cantrips can be used but require a first level spell slot, you may also preform all of the necessary motions to cast spells while holding your weapon, it acting as a spell focus.
13th level Pulse wave
- You may cause a pulse of energy to originate from the tip of your weapon, dealing 10d8 force damage in a 15ft cone. Creatures within that area may make a dex DC equal to your save equal to your spell save dc. You may use this ability once per long rest.
You may use light-foot on another willing creature. You may do this a number of times equal to your proficiency bonus
16th level repulsion
You may use your reaction to repel a weapon attack, increasing your ac by your proficiency bonus. when You repel a weapon attack this way you may have the attack hit an enemy creature within 5 ft of the creature, use the same roll as the one used on you, you may use this twice per rest.
20th level Terra Bind
You may use your action to bind a creature you can see to the ground immobilizing them and completely removing their fly speed if they have one. Immobilized creatures may make a constitution saving throw to move but there fly speed will still be removed and there movement speed will be halved. this effect last for 10 minutes and can be used twice per long rest.
order of the blade
This subclass uses the effects of gravity magic to increase their agility and movement speed exponentially, allowing them to move and dodge easily.
- 3rd level acrobatic fighting
Gain proficiency in acrobatic, if you already have proficiency gain expertise, also pick a fighting style. Dueling - 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. Two weapon fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- 7th level quick attack
If you have advantage on an attack roll you may take an additional attack action as a bonus action this turn.
- 11th level improved mobility
You are able to make a weapon attack as a bonus action on your turn also, when you take the dash action on your turn you are able to run on walls and up vertical surfaces as if difficult terrain
- 17th level superior dodge
You may use a reaction to repel yourself away from an attack, moving up to half your movement speed in one quick jump, you may add your proficiency modifier to your Ac, and to saving throws that are helped by moving out of an area.
order of the lance
A control-oriented subclass that focuses on keeping opponents right where they want them. Pole-arms are a signature weapon of this subclass
- 3 -interpose
You may use your reaction to weigh down an opponent giving them disadvantage on there next attack
- 3- re balance
You may re-balance the weight of an object making it idea for throwing, giving the object a +2 to ranged attacks. You may do this a number of times equal to your proficiency bonus per long rest
- 7 Forceful trip
You may make a special attack as an action to trip an opponent with your melee weapon, target a creature within 15 ft of you and make a weapon attack, if you hit deal an extra 1d8 damage and they musk make a constitution saving throw against your spell save DC to avoid falling prone if they Fail this roll you may make an additional Attack as a bonus action
- 11 sling shot
When you miss a melee attack by 1 below or meet the AC you may make another weapon attack against another creature taking a -5 to hit but gaining a +3 to damage
- 17 singularity
You may use your bonus action expend a spell of 5th level or higher to case a singularity to form at the tip of your weapon, this effect acts as a 1-minute concentration spell. the singularly pulls creatures towards the tip pf you weapon, creatures must make a strength saving throw against your spell save dc, creatures within 5 ft make this save at disadvantage, while creatures past 10 ft make it at advantage, beyond 20 ft creatures are unaffected. Creatures pulled into the center take 4d8 force damage a turn and are grappled, ranged attack that pass through the singularities area of affect are pulled into the center redirecting the attack to a random creature trapped inside. you and creatures you designate are unaffected. during this effect you may move the singularly by throwing your weapon or moving it normally, however if the singularly is moved trapped creatures may repeat the saving throw. you may also use an action to cast a touch spell through your weapon effecting each creature trapped within the singularity.
order of the Bow
This order focuses on using the innate magic you are born with to improve your abilities with a bow or other ranged weapon. in doing this its members become outstanding archers. even among the elves.
- 3erd level fighting style and close combat
you gain the archery fighting style -You gain a +2 bonus to attack rolls you make with ranged weapons. - close combat attacking a creature within 5 ft does not impose disadvantage on the attack roll.
- 7th level Infused shot
You may Infuse a piece of ammunition with either Positive or negative energy as you load it making the attack deal an extra 3d8 damage of either radiant or necrotic. You may do this a number of times equal to your proficiency bonus. You may infuse these ammunition pieces over a long rest.
- 11 Overload
you may overload your weapon with Arcane energy taking a - 3 to hit but dealing an extra 2d8 damage damage dice of the attack.
- 17th level Quick casting
When you use your action to cast a spell you may use your bonus action to make a weapon attack.
You know all of the spells on the basic energy manipulator spell list.
Booming blade, Blade ward, Frostbite , Infestation, Mending, Magic stone, Mage hand, Mold earth, Shape water, True strike
- 1st Level
Absorb elements, Burning hands, Catapult, Compel duel, Create or Destroy Water, Chromatic orb, Color spray, Detect magic, Disguise self, Earth tremor, Ensnaring strike , Fog cloud, Feather fall, Hex, Heroism, Hail of Thorns, Hellish Rebuke, Shield, Sleep, Thunderwave, Jump , Thunderous Smite, Wrathful Smite
- 2nd Level Aganazzar's scorcher, Blur, Branding smite, Blindness/deafness, Hex, Heroism, Hail of thorns, Hellish rebuke, dust devil, Darkness, Darkvision, Dragons breath, Enlarge/Reduce Person, Earth bind, Enhance Ability, Gust of Wind, Hold Person, Invisibility, Levitate, Magic weapon, Maximilian Earthen Grasp, Misty Step, Scorching Ray, Shatter ,Spider Climb, Spike Growth, and Warding Wind
- 3rd Level
Blink, Bestow curse , Conjure Barrage, Daylight , Elemental Weapon, Erupting Earth, Flame Arrows, Fly, Hypnotic Pattern, Melf's Minute Meteors, Sleet Storm, Stinking Cloud, Slow, Summon Shadow Demon, Summon Lesser Demon,Thunder Step , Tidal Wave, Wall of Water, and Wind Wall
- 4th Level
Banishment, Conjure Minor Elemental, Control Water, Dimension Door, Elemental Bane, Freedom of Movement ,Hallucinatory Terrain, Ice Storm, Shadow of Moil, Staggering smite, Storm Sphere , Stone Shape, Summon Aberant Spirit, Summon Elemental Spirit, Summon Greater Demon, Vitriolic Sphere, Wall of Fire, and Watery sphere
- 5th Level
Arcane Hand, Banishing Smite , Conjure Volley, Control Winds, Cloudkill, Cone of Cold, Conjure Elemental, Destruction Wave, Dawn, Far Step, Hold Monster, Maelstrom, Planer Binding, Skill Improvement,Telekinesis, Transmute Rock, Wall of Force, Wall of Light, and Wall of Stone
Prerequisites. To qualify for multi-classing into the gravitation manipulator class, you must meet these prerequisites: 13 wisdom
Proficiencies. When you multi-class into the gravitation manipulator class, you proficeny in martial weapons, sheilds and light and medium armor