Difference between revisions of "Gravity Warrior (5e Martial Archetype)"

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When you choose this archetype at 3rd level, you develop the ability to harness and create gravitational forces. This is represented by your '''gravity pool''', which starts with 3 points. Certain gravity features will expend points from your gravity pool. You start knowing 2 such features: High-Gravity Zone and Lightened Movement.
 
When you choose this archetype at 3rd level, you develop the ability to harness and create gravitational forces. This is represented by your '''gravity pool''', which starts with 3 points. Certain gravity features will expend points from your gravity pool. You start knowing 2 such features: High-Gravity Zone and Lightened Movement.
  
When you expend a point from your gravity pool, it is unavailable until you finish a short or long rest. You gain an additional point in your gravity pool at levels 7, 10, 15, and 18.
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When you expend a point from your gravity pool, it is unavailable until you finish a short or long rest. At level 10, your pool grows by 2 points.
  
 
Your command over gravitational forces is not as consistent as most other forms of magic. Whenever you use a gravity feature, you cannot use it again for 1 round.
 
Your command over gravitational forces is not as consistent as most other forms of magic. Whenever you use a gravity feature, you cannot use it again for 1 round.
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Starting at 7th level, you can briefly intensify the earth's pull on yourself to devastating effect. As an action, you can spend a point from your gravity pool and punch the ground.
 
Starting at 7th level, you can briefly intensify the earth's pull on yourself to devastating effect. As an action, you can spend a point from your gravity pool and punch the ground.
  
The impact of this shakes the ground in a 10-foot radius. Each creature other than you must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes 1d10 bludgeoning damage per point of your proficiency bonus. On a successful save, the creature takes half as much damage and is not knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
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The impact of this shakes the ground in a 10-foot radius. Each creature other than you must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes 1d10 bludgeoning damage. On a successful save, the creature takes half as much damage and is not knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
  
At 15th level, you may spend an additional point from your gravity pool to improve the effects of your gravity hammer. If a creature fails its save, it is additionally stunned for 1 round and takes 2d10 damage per point of your proficiency bonus. On a successful save, the creature takes half as much damage and is not knocked prone or stunned.
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At 18th level, you may spend an additional point from your gravity pool to improve the effects of your gravity hammer. If a creature fails its save, it is stunned for 1 round, knocked prone, and takes 2d10 damage. On a successful save, the creature takes half as much damage and is not knocked prone or stunned. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
  
 
=== Gravity Well ===
 
=== Gravity Well ===
  
Starting at 10th level, you can focus the earth's pull on a single target. As an action, you can spend a point from your gravity pool and choose a creature within 100 feet of you. That target must make a Constitution saving throw. On a failed save, it becomes restrained as long as it is within 100 feet of you. The target must make another Constitution saving throw at the end of each of its turns. On a successful save, the restraining effect ends.
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Starting at 15th level, you can focus the earth's pull on a single target. As an action, you can spend a point from your gravity pool and choose a creature within 100 feet of you. That target must make a Constitution saving throw. On a failed save, its speed is becomes 0 as long as it is within 100 feet of you. The target must make another Constitution saving throw at the end of each of its turns. On a successful save, this effect ends.
 
 
=== Reverse Gravity ===
 
 
 
Starting at 18th level, your mastery over gravity allows you to even reverse it. As an action, you can spend 3 points from your gravity pool to cast the spell ''[[SRD5:Reverse Gravity|reverse gravity]]'' without needing any material components.
 
  
 
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Revision as of 03:42, 24 January 2020

Unbalanced
This page has been identified being unbalanced compared to similar content in this edition. DMs should be careful of including this material in their campaign. The following areas were specifically noted as needing improvement:

The fighter is already one of the strongest single-target damage dealers; this gives very respectable AoE damage to the fighter, on top of a negative condition, and at higher levels one that only a monk has access to. Finally, 7th level spells on a short rest are not in line with the system's design, especially one as powerful as Reverse Gravity.


If you would like to help improve the indicated sections, please discuss the issues further on the talk page. If the reason behind placement of this template on the article is found to be inapplicable or wrong, or the issues prompting the call for additional work have been sufficiently addressed, the template will be removed. See Unbalanced for additional information.


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Author: YLM (talk)
Date Created: 7 Jan 2020
Status: Finished
Editing: Clarity edits only please
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Imion Wing, a Gravity Warrior

The Gravity Warrior have the ability to manipulate gravity. They can manipulate the earth's pull and make themselves the focal point of an inexorable gravitational field.

Gravity Manipulation

When you choose this archetype at 3rd level, you develop the ability to harness and create gravitational forces. This is represented by your gravity pool, which starts with 3 points. Certain gravity features will expend points from your gravity pool. You start knowing 2 such features: High-Gravity Zone and Lightened Movement.

When you expend a point from your gravity pool, it is unavailable until you finish a short or long rest. At level 10, your pool grows by 2 points.

Your command over gravitational forces is not as consistent as most other forms of magic. Whenever you use a gravity feature, you cannot use it again for 1 round.

Some of your gravity features will require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Gravity save DC = 8 + your proficiency bonus + your Strength modifier

High-Gravity Zone

As a bonus action, you can spend a point from your gravity pool to increase earth's gravity in a 10-foot cube within 100 feet for 1 minute. This makes the area into difficult terrain. It also doubles the weight of everything, halves jump heights, and increases the DC of Athletics checks by 5 within the area.

Lightened Movement

As a bonus action, you can spend a point from your gravity pool to increase your speed by 10 feet for 1 minute.

Personal Gravity

Starting at 3rd level, you can manipulate gravity's effect on you with ease. When determining what you can lift and carry, treat your Strength score as though it were increased by your Proficiency bonus.

Gravity Hammer

Starting at 7th level, you can briefly intensify the earth's pull on yourself to devastating effect. As an action, you can spend a point from your gravity pool and punch the ground.

The impact of this shakes the ground in a 10-foot radius. Each creature other than you must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes 1d10 bludgeoning damage. On a successful save, the creature takes half as much damage and is not knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At 18th level, you may spend an additional point from your gravity pool to improve the effects of your gravity hammer. If a creature fails its save, it is stunned for 1 round, knocked prone, and takes 2d10 damage. On a successful save, the creature takes half as much damage and is not knocked prone or stunned. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

Gravity Well

Starting at 15th level, you can focus the earth's pull on a single target. As an action, you can spend a point from your gravity pool and choose a creature within 100 feet of you. That target must make a Constitution saving throw. On a failed save, its speed is becomes 0 as long as it is within 100 feet of you. The target must make another Constitution saving throw at the end of each of its turns. On a successful save, this effect ends.


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AuthorYLM +
Canontrue +
ClassFighter +
Identifier5e Martial Archetype +
RatingUnrated +
SummaryThese fighters have the ability to manipulate gravitational forces. +
TitleGravity Warrior +