Gravity Warrior (5e Martial Archetype)
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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.
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.
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
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.
As a bonus action, you can spend a point from your gravity pool to increase your speed by 10 feet for 1 minute.
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.
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.
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.