This document describes the Gravity Knight subclass for a fighter. It provides abilities that allow manipulation of gravity, including increasing or decreasing its effects. As the knight gains levels, their abilities to control gravity are enhanced. They can alter gravity around themselves to gain benefits in combat such as increased damage or mobility. Their highest level abilities allow pulling enemies or crashing down from great heights to damage all nearby foes.
This document describes the Gravity Knight subclass for a fighter. It provides abilities that allow manipulation of gravity, including increasing or decreasing its effects. As the knight gains levels, their abilities to control gravity are enhanced. They can alter gravity around themselves to gain benefits in combat such as increased damage or mobility. Their highest level abilities allow pulling enemies or crashing down from great heights to damage all nearby foes.
This document describes the Gravity Knight subclass for a fighter. It provides abilities that allow manipulation of gravity, including increasing or decreasing its effects. As the knight gains levels, their abilities to control gravity are enhanced. They can alter gravity around themselves to gain benefits in combat such as increased damage or mobility. Their highest level abilities allow pulling enemies or crashing down from great heights to damage all nearby foes.
This document describes the Gravity Knight subclass for a fighter. It provides abilities that allow manipulation of gravity, including increasing or decreasing its effects. As the knight gains levels, their abilities to control gravity are enhanced. They can alter gravity around themselves to gain benefits in combat such as increased damage or mobility. Their highest level abilities allow pulling enemies or crashing down from great heights to damage all nearby foes.
Weaving the gravitational fields around them, gravity knights At 7th level, You have a control over the gravity surrounding are tremendous fighters. Known for being able to switch in you, allowing you to walk freely along any solid surface. You and out of aggressive and defensive styles of fighting, they gain the ability to move up, down, and across vertical represent a formidable foe. Their formation requires peering surfaces and upside down along ceilings, while leaving your into the endless void to grasp its powers, altering their being. hands free. You also gains a climbing speed equal to its walking speed. You learn to manipulate the gravity field around you. Starting at 3rd level as a bonus action choose one of the power You've learned to exercise greater control on the gravity described below, it affects you for 10 minutes. around you. At 10th level, each power of your Manifest Potential ability is altered as described below. Decrease Gravity: Your jump distance is tripled, you ignore difficult terrain, have advantage on dexterity saving Decrease gravity Your jump distance is multiplied by 6, throw and your AC increases by 1 as you are more nimble. you ignore difficult terrain and fall damage, have advantage on dexterity saving throw and your AC Increase Gravity: You have advantage on athletics checks increases by 2. In addition once per use of this ability, as a for grappling and your attacks are heavier, when you deal reaction when you are about to take damage from a damage to a creature with a melee weapon attack, you weapon attack, you can diminish the impact it has on you, deal an additional 1d4 bludgeoning damage. In addition reducing the damage by an amount equal to 2d10 + your the area in a 5ft radius centered on you is considered proficiency bonus. difficult terrain. Increase gravity You have advantage on athletics checks You can use this ability twice per short rest. At level 10 you for grappling, when you deal damage to a creature with a use this ability 3 times per short rest. melee weapon attack, you deal an additional 1d4 bludgeoning damage. In addition the area in a 15 feet radius around you difficult terrain, and any hostile creature that starts their turn in that area must succeed a Strength saving throw (DC: 8 + your Consititution Modifier + your proficiency bonus) or take bludgeoning damage equal to your proficiency modifier, as the gravity crushes them. Once per use of this ability, as a reaction to dealing damage with a melee weapon attack, you can augment the damage dealt by 2d10 + your proficiency bonus. In addition you can now switch between each power using a bonus action. At 15th level, as part of using action surge, you can force all creatures of your choice in a 30 feet radius around you to succeed a Strength saving throw (DC: 8 + your Consititution Modifier + your proficiency bonus) or be pulled in a straight line in an empty space adjacent to yours. Beginning at 18th level, you can unleash the power held within you. Choose a point of impact on the ground that can see within 120 feet of you. You leap in the air 300ft and crash down speeding past terminal velocity. All creatures other than you in a 30 feet radius centered on the point of impact must succeed a Dexterity saving throw or take 8d10 bludgeoning damage, or half as much on a success, as you crash in a fashion akin to a meteor. You can use this ability once per short or long rest.