Gravitonic Master, 2nd Variant (5e Class)
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- 1 Gravitonic Master
- 2 Class Features
- 3 Gravity Save DC
- 4 Unarmored Defense
- 5 Weightless Touch
- 6 Gravitonic Force
- 7 Fighting Style
- 8 Gravity Points
- 9 Gravity Infusion
- 10 Gravity Aura
- 11 Gravity Archetype
- 12 Ability Score Increase
- 13 Extra Attack
- 14 Weightless Strikes
- 15 Gravity Action
- 16 Gravity Options
- 17 Gravity Aura Improvement
- 18 Gravity Rush
- 19 Black Hole
- 20 Archetypes
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, the 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 unpenetrable 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 hear 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 throat and before his prey can even recognize there was a threat the second strike has already come.
This is a more balanced version of the Gravitonic Master Class, designed to more closely resemble the monk in its point distribution and a fighter in its capability while still holding true to the original.
You can make a Gravitonic Master quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Soldier background.
As a Gravitonic Master you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Saving Throws: Constitution, Intelligence
Skills: Choose three from Athletics, Acrobatics, History, Intimidation, Insight, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail or (b) Light Armor and Longbow with 20 arrows
- (a) martial weapon and a shield or (b) two martial weapons
- (a) light crossbow and 20 bolts or (b) two simple weapons
- (a) dungeoneer's pack or (b) explorer's pack
|Features||Gravity Points||Gravity Die|
|1st||+2||Weightless Touch, Unarmored Defense, Gravitonic Force||-||-|
|2nd||+2||Fighting Style, Gravity Points, Gravity Infusion||3||1d4|
|3rd||+2||Gravity Archetype, Gravity Aura||4||1d4|
|4th||+2||Ability Score Improvement||6||1d4|
|6th||+3||Gravity Archetype Feature, Weightless Strikes||9||1d6|
|8th||+3||Ability Score Improvement||12||1d6|
|10th||+4||Gravity Archetype Feature||15||1d6|
|12th||+4||Ability Score Improvement||18||1d8|
|15th||+5||Gravity Archetype feature||22||1d8|
|16th||+5||Ability Score Improvement||24||1d8|
|17th||+6||True Gravity Infusion||25||1d10|
|18th||+6||Gravity Archetype Feature||27||1d10|
|19th||+6||Ability Score Improvement||28||1d10|
Gravity 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.
When you are not wearing armor, your Armor Class is 10 + your Dexterity modifier and Constitution modifier. You can use a shield and still gain this benefit.
Your manipulation of gravity makes things you wear feel almost weightless. You gain 10 extra pounds of carry weight per level in this class after. Also, weapons lose the "heavy" property and gain the "versatile" property.
As a reaction you can use gravitational energy to forcefully pull a creature within 30ft of yourself, that is your size or smaller. The target must make a Strength saving throw (DC 15). On a failed save the target is pulled (your choice) 10 ft towards you in a straight line. If the target creature is an ally, they can choose to succeed or fail the save, instead of rolling. You can use this feature a number of times equal to your Intelligence Modifier. You regain all uses of this feature on a Short or Long Rest.
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 to attack rolls you make with a ranged weapon.
While you are wearing armor, you gain a +1 bonus to AC.
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.
- Great Weapon Fighting
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 two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Also, you may dual-wield one-handed weapons as light weapons.
By 2nd level, your training has taught you how to harness the force of gravity. Your access to this force is represented by a number of gravity points. Your Gravitonic Master level determines the number of points you have, as shown in the Gravity Points column of the Gravitonic Master table. You can spend these points to fuel various gravity features. You can regain a number of gravity points equal to your Gravity Die during a short rest. You regain all gravity points after a long rest.
Starting at 2nd level, you know how to imbue gravity into your weapon. Once per turn, when you hit a creature with a weapon attack, you can expend gravity points to deal force damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for 1 gravity point, plus 1d6 for each additional gravity point, up to ½ of your proficiency bonus. For example, a 9th-level Gravitonic Master could spend up to 2 gravity points to deal 2d6 additional force damage. At 9th level, you use a d8 instead of a d6. Gravity infusion increases to a d10 at 17th level
Starting at 3rd level, you are capable of controlling gravity around you. This aura extends 10 feet from you in every direction, but not through total cover. As a reaction, you may spend 2 gravity points to do one of the following:
- Impose disadvantage on one melee attack or Strength/Dexterity check made by a creature within your Aura
- Give advantage to one melee attack or Strength/Dexterity check made by a creature within your Aura.
At 18th level, the range of this aura increases to 30 feet.
At 3rd level, you choose an archetype that you strive to emulate in your ways of gravity manipulation. Choosing between Collision Soldier, Gravity Knight, Weightless Assassin. The archetype you choose grants you additional features at 3rd level and again at 6th, 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.
At 6th level, you have gained the ability to remove the gravitational pressure on your weapon. Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
At 7th level, you learn how to control the gravity around you in unique ways. Choose one of the following options. You can’t take a Gravity Action more than once, even if you later get to choose again. Each Gravity Action counts as an attack action. Gravity Action attacks or Save DC are figured as Roll + Proficiency Bonus + Intelligence modifier. You can choose another Gravity Action at 14th level.
- Cutting Wave
You can spend 2 gravity points to project your gravity in a way that allows it to cut through matter. Deals 2d6 force damage in a 15-foot line. This increases to 4d6 and the range increase to a 30 ft cone at 14th level
- Gravity Spikes
You can spend 3 gravity points to create and project needles/spikes of gravity impaling targets within a 10 ft radius sphere centered on you. Anyone caught in the radius must make a Strength saving throw. This deals 3d6 force damage and restraining targets until the end of their next turn on a failed save, or half as much damage and they are not restrained on a successful save. This increase to 6d6 and the range increases to 20 ft at 14th level.
- Gravity Vortex
As an action, you can expand 3 gravity points to generate a vortex composed of gravity in a single spot within 30ft that you can see. The vortex has a 10ft radius. All creatures within the vortex have their speed halved. The vortex expands to a 15ft radius and speed is reduced by 20 ft at 14th level.
- Gravity Bullet
You can spend 2 gravity points to create 3 bullets of compressed gravity. Each bullet deals 1d6 and can be directed at the same target or at different targets, each bullet automatically hits. Each bullet has a range of 60 feet. You create 6 bullets at 14th level.
Beginning at 9th level, While a creature is within your gravity aura, you may choose to apply one of the following effects as a bonus action:
You may spend 2 gravity 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 a number of gravity points up to your proficiency bonus to fling a targeted creature. The target must make a Dexterity saving throw, being thrown 10 feet into the air per point spent on a failed save.
You may spend 3 gravity points to force a targeted creature to make a Strength saving throw. On a failed save the creature is restrained by the force of gravity around it for 1 Minute. It can remake the saving throw at the end of its turns.
Gravity 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 Gravity 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 loses its action. Ranged attacks are made at disadvantage and have half normal range.
Light Gravity Creatures within the aura have their jump height and distance doubled, their speed is doubled and melee weapons with the heavy and two-handed attributes lose these attributes while in the aura. Creatures have advantage on ranged attack rolls. Objects and creatures within the aura weigh half as much as they would normally.
Zero Gravity 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 13th level, your mastery of manipulating gravity has allowed you to rapidly accelerate and decelerate. While in Combat you can take your Bonus Action to dash or disengage.
At 20th Level, you may expend all your gravity points you have currently in your pool to summon a 5ft sphere of dense gravity within 120ft of you. All creatures within 30 ft of this sphere must make a Dexterity saving throw, being pulled 20 ft towards this sphere and restrained and incapacitated on a failed save, or being pulled 10 feet and incapacitated on a successful one. This area is considered difficult terrain. This ability can only be used once per 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.
- Gravity Aura Mastery
At 3rd level, you can now place your gravity aura at a location that is within 60 feet of you, instead of it being centered on yourself. In addition you can move the gravity aura 30 feet each turn.
At 6th level, your movement is increased by an additional 10 feet, and you have advantage on grapple checks.
- Gravitational Zone
At 10th level, you can spend 5 gravity points to have your gravity 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 a maximum number of creatures equal to your proficiency bonus within range. You must make a separate attack roll for each attack made.
- Impact Joule
At 18th level, you can spend up to 14 gravity points as a bonus action to make your gravity aura become electrically charged. Creatures in your gravity aura take 1d8 lightning damage 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 Gravity Knight wish to protect their allies. They become a force of unstoppable might to ensure that whatever they are facing won't budge them. Gravity Knights focus on the principle of shifting the gravity to prevent their allies from taking a hit.
- Gravitational Endurance
Starting at 3rd level, you gain the Tough feat. You are also proficient in Heavy Armor.
- Vector Shift
At 3rd level, when a creature makes an 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.
At 6th level, you can spend a number of gravity points to gain the ability to increase the gravity in your aura. You can spend a number of gravity points up to your proficiency bonus as a reaction to force a creatures melee attack to deal less damage equal to your gravity die per gravity point. So at 6th level, you can spend up to 3 gravity points to reduce incoming damage by 3d6.
At 10th level, you may spend 3 gravity points to create a field of gravitational 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 gravity 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 gravity points to slam the earth, creating an earthquake. All creatures in a 60-foot radius of you and standing on the ground must make a Dexterity saving throw, if they fail they take 1d8 force damage for every 1 gravity point spent. You may use this feature once per long rest.
Those who have chosen the path of the Weightless Assassin have become in tune with the force of gravity 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 3 gravity points to gain a fly speed of 60 feet for one minute.
- Pin-point Precision
At 6th level, your weapon attacks score a critical hit on a roll of 18-20. When you roll a critical hit, you may reroll any damage dice that result in a 1.
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 gravity points to double your speed.
- 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 of gravity upon them, killing them instantly. If the creature succeeds the target takes 10d8 force damage and is knocked prone. Creatures that are larger than medium automatically succeed the save.
Prerequisites. To qualify for multiclassing into the Gravitonic Master class, you must meet these prerequisites: Have an ability score minimum of 13 Strength and 13 Intelligence.
Proficiencies. When you multiclass into the Gravitonic Master class, you gain the following proficiencies: Light armor, Medium Armor.