

Rising into the sky, his foes scattered beneath him, a human casts his shadow across the battlefield. With a deep breath, he releases the invisible force which held him afloat and begins his plummet towards the earth. Upon impact, the ground around him quakes violently, and his foes are sent flying, as if a meteorite had just crashed into the ground and not a person.
With the simple act of pointing his finger, a drow robed in black renders his foe seemingly helpless. His enemy vulnerable before him, he raises an iron maul twice his size high above his head as if its weight were negligible. Without a moments thought, he brings it back down with force enough to obliterate his victims prostrating head, showering the ceiling which they stood upon in blood and viscera.
A feminine figure approaches a group of thugs from the dark, twice the size of any of them and shrouded in black. The moment she's noticed they attack, firing hand crossbows and throwing daggers. Ignoring the deadly weapons as they collide with her form, she uses an unseen influence to rip the the thugs off their feet, pulling them towards her and into her crippling reach.
Whether using it to perform seemingly impossible feats of strength with ease, forcefully applying it to their foes, or easing the burden it bares on themselves and others, all unbound utilize the powers of gravitation, a
natural phenomenon present throughout the
multiverse, which pulls all things of mass
towards each other.
A Force of Nature
The existence of the unbound came to be long ago in a time of war and strife. Their supernatural abilities were a gift of sorts, a result of tampering by the archfey deity known as Miliomahd (more on him after the class description, under Extra on page 8).
At first, there were only a few of them, strong hearted residents of the feywild chosen by Miliomahd to protect his and their home. They were blessed with the power to manipulate gravity, but something went awry and the ability bestowed upon them did not fade over time like they had anticipated. Much to Miliomahds chagrin, he had created a new heritage imbued with his power and personality, he dubbed them the Unbound.
Centuries passed, the heritage grew scarce but wide spread, even making its way to the material plain. In current times, they appear mostly in fairy tale, or songs of war, where the gifted fights alongside an allied force to achieve some great purpose. But truth be told, they are far from extinct. Most unbound know little of their capabilities, making light of their gifts, using them to ease the struggles of a common life and never braving a life outside of their birthplace. While others, by contrast, think the gift a heavy weight to be carried, a responsibility to do right in the world, or a sign which tells them to find their true purpose.
The Unbound
| Level | Proficiency Bonus | Features | Gravity Damage |
Zones | Gravity Points |
|---|---|---|---|---|---|
| 1st | +2 | High Gravity Zone, Pseudo-Strength | 1 | 1 | - |
| 2nd | +2 | Fortified Anatomy (25% negate crit), Gravity Well | 1 | 1 | 2 |
| 3rd | +2 | Gift Progression | 1 | 1 | 3 |
| 4th | +2 | Ability Score Improvement | 1 | 1 | 4 |
| 5th | +3 | Extra Attack | 1 | 2 | 5 |
| 6th | +3 | Fortified Anatomy (bludgeoning resist), Gift Progression feature | 1 | 2 | 6 |
| 7th | +3 | Major Manipulations (Learn 2) | 1 | 2 | 7 |
| 8th | +3 | Ability Score Improvement | 2 | 2 | 8 |
| 9th | +4 | Major Manipulations (Learn 1) | 2 | 2 | 9 |
| 10th | +4 | Major Manipulations (Learn 1) | 2 | 2 | 10 |
| 11th | +4 | Gift Progression feature | 2 | 3 | 11 |
| 12th | +4 | Ability Score Improvement | 2 | 3 | 12 |
| 13th | +5 | Gravity Reversal | 2 | 3 | 13 |
| 14th | +5 | Fortified Anatomy (100% negate crit), Major Manipulations (Learn 1) | 2 | 3 | 14 |
| 15th | +5 | Crushing Field | 3 | 3 | 15 |
| 16th | +5 | Ability Score Improvement | 3 | 3 | 16 |
| 17th | +6 | Gift Progression feature | 3 | 4 | 17 |
| 18th | +6 | Event Horizon | 3 | 4 | 18 |
| 19th | +6 | Ability Score Improvement | 3 | 4 | 19 |
| 20th | +6 | Forces Unleashed | 3 | 4 | 20 |
Creating an Unbound
When creating an unbound character, think about where your character comes from, and his or her place in the world. Talk with your DM about an appropriate origin for your unbound. Were you granted your power personally by the same fey deity from eons past, or were you born with it? Consider your characters personal goals, or the roles which they wish to play in the world. Your characters actions and personality can play a big role in how your gift progresses.
Quick Build
You can make an unbound quickly by following these suggestions. First, put your highest ability score in either Strength or Constitution, followed by the
other. Second, choose the folk hero
background.
Class Features
As an unbound, you gain the following class features.
Hit Points
Hit Dice: 1d8 per unbound level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per unbound level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Acrobatics, Deception, Intimidation, and Persuasion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) chain shirt or (b) scale mail
- (a) dungeoneer’s pack (b) an explorer’s pack
Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10gp worth of equipment from chapter 5 in the Player’s Handbook.
High Gravity Zone
You awakened to a warlike gift, granting you control over the infinite forces around you. As a bonus action, you select a point within 50 feet of you and compress gravity in a 10-foot radius, 100-foot high cylinder centered on that point.
Aside from yourself, all creatures within this area are considered to be in difficult terrain. When you make a melee weapon attack using Strength against a creature inside one of these zones, you gain a bonus to the damage roll of that attack that increases as you gain levels as an unbound, as shown in the Gravity Damage column of the Unbound table. A High Gravity Zone remains until you dismiss it (no action required), or until you use High Gravity Zone again.
The amount of cylindrical zones you can create increases as you gain levels as an Unbound, as shown in the Zones column of the Unbound table.
Pseudo-Strength
You learn to manipulate gravity ever so slightly in certain situations so it seems as though you were much stronger than you actually are. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Fortified Anatomy
Beginning at 2nd level, your body has grown extraordinarily dense due a constant flood of force that envelops it, making it increasingly harder to perform attacks that target vital spots of your body. Upon being hit by a critical hit from a weapon attack, roll 1d4. If the result is a 4, the critical hit becomes a normal hit. Furthermore, your bodies normal weight is multiplied by 2.

At 6th level in this class, this feature also grants you resistance to all sources of bludgeoning damage.
At 14th level in this class, this feature improves once more, any critical hit against you becomes a normal hit (no additional roll required).
Gravity Well
Upon reaching 2nd level, you unseal the well of force within you allowing you to tap into your true power. Your access to this power is represented by a number of gravity points. Your unbound level determines the number of points you have, as shown in the Gravity Points column of the Unbound table.
You can spend these points to fuel various class features. You start off knowing four such features: Reduce Gravity, Unyielding Poise, Weighted Blow, and Zero Gravity. You learn more Gravity Point features as you gain levels in this class.
When you spend a gravity point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended gravity points back into your well. Some unbound class features 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
Constitution modifier
Reduce Gravity
You can use your action or reaction to spend 1 gravity points when you or a creature you can see is falling to create a 10 foot radius, 600 foot cylinder of lightened gravity centered beneath them, which lasts one minute. While in this column a creature falls at a rate of 60 feet per round, does not take fall damage, and their jump height is doubled. If you spend additional gravity points when you use this feature, you can increase the radius of the column by 10 feet per points spent.
Unyielding Poise
While you are standing inside of a High Gravity Zone, you can use your bonus action and spend 1 gravity point to cause all melee attacks targeting you to be made with disadvantage until the start of your next turn. For this time, you cannot be pushed or knocked prone.
Weighted Blow
When you hit a creature inside your High Gravity Zone with a melee weapon attack, you can spend an amount of gravity points up to your Gravity Damage to deal an additional 1d8 force damage per point spent.
Zero Gravity
By spending 2 gravity points, you can use your action to cast the levitate spell without components. The maximum weight of a target you can lift with Zero Gravity increases to 1000 pounds at 6th level, and then to 2000 pounds at 14th level.
At the end of the duration, when you lose concentration, or when you choose to end the effect, affected objects and creatures fall back down.
Gift Progression
When you reach 3rd level, your gift begins to develop beyond the point that most unbound ever achieve. Depending on how you've utilized your gift up to this point, it can evolve either into the Gift of the Alluring, the Gift of the Uplifted, or the Gift of the Heavy Handed.
Your chosen Gift Progression grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Major Manipulations
At 7th level, you learn two major manipulations of your choice. You can learn an additional manipulation upon reaching 9th, 10th, and 14th level. The manipulations you can choose from are listed below in alphabetical order.
Bend Light. By spending 3 gravity points and using your action, you can use your intrinsic mass and the forces of gravity to bend light around yourself. While bend light is in effect, even in the brightest of places, your features can not be seen as if you were shrouded in darkness. This darkness causes attacks against you to be made with disadvantage, and your stealth checks to be made with advantage while in shadowy areas.
Bend light lasts for 10 minutes or as long as you maintain concentration.
Collision. By spending 2 gravity points, you can use your reaction when you fall to hasten your decent and land on your feet, the impact causing you to deal bludgeoning damage equal to your fall damage (before resistances) to creatures and objects on the ground within 5 feet of you. The affected creatures must then succeed on a Strength saving throw or be blown 10 feet away and knocked prone. The affected area increases by 5 feet for every 5d6 worth of fall damage.
Floor Swap. As part of your movement, you can spend 1 gravity point to change the current direction of gravity for you. You can choose any direction, and you instantly fall in the direction you chose. For every 10 feet you fall above 10 feet, you take 1d6 bludgeoning damage on impact. When you land, you can then move across the surface like normal, as if it were normal terrain. If there is no surface to land on, you will fall 500 feet by the end of your turn. You can spend an additional gravity point to take no fall damage. This effect lasts for 1 minute, or until you lose your concentration.
Graviton Bomb. By spending 1 gravity point and using your bonus action, you can designate a 5-foot-radius circle within 50 ft. and begin to compress the forces of gravity into a small dense orb of raw energy above the targeted area.
At the start of your next turn the orb drops, all targets within the circle must succeed on a Dexterity saving throw or take 2d6 force damage. All creatures within 10 feet of the original circle are pulled closer to the point.
If the targeted area is completely within a high gravity zone the bomb forms and drops immediately, creatures who must save to dodge out of the way do so with disadvantage.
Tractor Beam & Repulsor Beam. As a standard action, you can spend 1 gravity point and designate a 30-foot-long, 5-foot-wide line originating from you, creating a beam of force that affects all creatures and unattended objects within the area. All creatures in the effected area must succeed on Strength saving throw or be shoved away from, or pulled towards, the point of origin, until they reach an empty space nearest to the end of the effected area. If a creature is forced into a solid surface, object, or other creature it takes 2d6 bludgeoning damage.
Gravity Reversal
Starting at 13th level, as an action, you can spend 5 gravity points to cast the spell reverse gravity without component costs.
You can choose whether or not to be affected by this ability.
Crushing Field
At 15th level, by using High Gravity Zone and spending 2 gravity points, a creature moving through the area must spend 4 feet of movement for every 1 foot it moves, and at the start of their turn they must succeed on a Strength saving throw or take 2d6 bludgeoning damage.
Event Horizon
At 18th level, by spending 8 gravity points and using your action, you can, with all the force of a supernova, punch a hole through the very fabric of space. A 5-foot-diameter circular black hole leading to another plane opens in an empty space where you decide, within 5 feet of you.


The destination plane is chosen randomly by rolling on the Event Horizon: Destination Planes table below. Anything which enters this area is violently transported to the destination plane taking 6d10 bludgeoning damage and
2d10 psychic damage in the process. The black hole is a one way trip, it can not be used to return. It remains open for three rounds, or until you use your reaction to close it.
In addition to this, the rift creates an effect similar to
the darkness spell. The darkness expands 20 feet from
the black hole in a spherical shape. All creatures caught within the darkness, including yourself, take 10 bludgeoning damage at the start of each of their turns, they are considered blinded and are incapable of moving away from the black hole until the effect ends. Creatures within the sphere can not leave the sphere using non-magical means. Nothing can be seen within the sphere from the outside. The darkness effect lasts until the black hole closes. At the start of each of their turns, until the black hole fades, creatures within 30 feet of the darkness (excluding yourself) must make a Strength saving throw or be pulled 10 feet closer to the center of the darkness.
Once you use this feature, you can’t use it again until you finish a long rest.
Event Horizon: Destination Planes
| d20 | Plane |
|---|---|
| 1 | Mount Celestia, the Seven Heavens of |
| 2 | Bytopia, the Twin Paradises of |
| 3 | Elysium, the Blessed Fields of |
| 4 | The Beastlands, the Wilderness of |
| 5 | Arborea, the Olympian Glades of |
| 6 | Ysgard , the Heroic Domains of |
| 7 | Limbo, the Ever-Changing Chaos of |
| 8 | Pandemonium, the Windswept Depths of |
| 9 | The Abyss, the Infinite Layers of |
| 10 | Carceri, the Tarterian Depths of |
| 11 | Hades, the Gray Waste of |
| 12 | Gehenna, the Bleak Eternity of |
| 13 | The Nine Hells of Baator |
| 14 | Acheron, the Infinite Battlefield of |
| 15 | Mechanus, the Clockwork Nirvana of |
| 16 | Arcadia, the Peaceable Kingdoms of |
| 17 | Fire, the Elemental Plane of |
| 18 | Air, the Elemental Plane of |
| 19 | Earth, the Elemental Plane of |
| 20 | Water, the Elemental Plane of |
Force Harvest
At 20th level, when your Gravity Well has diminished to 0, your body immediately begins to consume the forces affecting you into it. For 1 minute, or until you've restored half of your total gravity points, you may restore 1 gravity point at the end of each of your turns, or 2 gravity points if you end your turn in a High Gravity Zone. Once you use this feature, you can't use it again until you finished a long rest.
Gift Progression
The unbound gift can manifest itself in multiple ways, the outcome depends on how the unbound chooses to use their power. All gift progressions represent the defining characteristics of Miliomahd, the archfey benefactor.
Gift of the Alluring
Unbound with this gift tend to accumulate many friends throughout their lifetime, they are usually approachable, selfless, and protective towards others.
Assimilate Mass
Starting when you choose this archetype at 3rd level, you can spend 2 gravity points and use your action to pull the matter in the environment near you into your body, creating permanent non-magical difficult terrain in a 5-foot-radius around you. For the next minute, you are enlarged, as per the enlarge/reduce spell. You do not need to concentrate on this effect.
At 6th level, you can spend 1 additional gravity point to gain resistance to piercing and slashing damage for the duration of Assimilate Mass.
Uncanny Charisma
Beginning at 6th level, something about you changes, others seem to be more drawn to you, and every word you speak drives some natural desire in others to listen. You gain proficiency in Charisma saving throws and any time you would make a Persuasion or Deception check, you do so with advantage.
Almighty Pull
At 11th level, when a physical projectile is fired at a target within 15 feet of you, you can spend 2 gravity points and use your reaction to pull the projectile towards yourself, making you the new target of the attack, the attack roll is then rolled against your AC. Furthermore, upon activation all creatures within 15 feet of you are pulled 5 feet closer and forced to make a Dexterity saving throw or fall prone.


Personal Gravity Amplification
At 17th level, while under the affects of Assimilate Mass, you can increase the the amount of force being being drawn to your your body by an immense amount, causing the following effects:
- If you successfully grapple a creature while this is in effect, the grappled creature is crushed and takes 1d12 bludgeoning damage at the start of its turn if it is still grappled.
- If a creature within 5 feet of you attempts to attack a target besides you, the attack is made with disadvantage.
- Enemies within 5 feet of you must use 10 feet of movement to move away.
Gift of the Heavy Handed
Unbound who have their gift progress in this way get to experience and utilize a fraction of the might of Miliomahd himself. You become capable of effortlessly bending your opposition to your whim, and dishing out devastating blows. Unbound with this gift tend to be ruthless and irritable, often they have history in a military of some sort.
Executioners Culling
At 3rd level, before making an attack roll during your turn, you can spend 1 gravity points and declare that you are using this feature. Successful melee attacks made during the duration of executioners culling cause the targets movement speeds to be reduced by half of there base speed. If a creatures movement speeds reach 0 it falls prone, and must succeed on a Strength saving throw or become restrained.
The movement speed reduction and restrained condition last until the end of your following turn.
Invoke Duress
At 6th level, if a creature you are attempting to intimidate is under the effects of High Gravity Zone, Targeted Suppression, or Zero Gravity, you can make the Intimidation check using your Strength modifier in place of your Charisma modifier, and can make the roll with advantage.
Targeted Suppression
At 11th level, you learn to increase the weight of objects at a distance. Once per short rest, by spending 2 gravity points, you can focus on one target within 50 feet as an action. This target must pass a Strength save or immediately be forced prone and become restrained. If they succeed, they are not forced prone or restrained, but they can only move at a half of their normal speed.
This ability can be used on airborne targets and unattended objects as well; if this effect is used on an airborne target, then it falls to the ground and as such takes appropriate falling damage. Falling damage caused by targeted suppression cannot be negated by non-magical effects.
If targeted suppression is used on an unattended object, then that object's weight grows nearly infinite, you however treat the object as normal.
These effects last until the end of your following turn.
Great Leaden Weight
At 17th level the forces which you are capable of manipulating become so great that whenever a creature is affected by: Collision, Crushing Field, Gravity Bomb, or Targeted Suppression, they take bludgeoning damage equal to your Strength modifier. This damage may only be applied once per turn.
Gift of the Uplifting
The rarest of the progressions, the gift of the uplifting, sprouts from those who likely used their power to relieve the burdens of daily life for themselves and their neighbors. Unbound with this gift tend to be both fun loving and caring people who sometimes err on the side of lawlessness.
Suspended Transit
Starting when you choose this archetype at 3rd level, your subconscious understanding of gravity increases, alongside your bodies dissociation from the natural law. While you
are conscious, you hover slightly above the ground,
bestowing upon yourself the following benefits:
- The weight of your weapons, armor, and any other equipment which you carry is halved.
- You ignore non-magical difficult terrain, and things
such as caltrops or marbles. - Your base movement speed is increased by 10 feet.
Bounding Steps
Thanks to your ability to ease the effects of gravity on yourself and your allies, traveling has become much less of a burden. At 6th level, while you are conscious, you bestow upon yourself and any friendly creature within 50 ft. of you the following benefits:
- You and your allies can use a fast travel pace without suffering the penalty indicated on the travel pace (see chapter 8 on Player’s Handbook).
- You and your allies have advantage on Constitution saving throws caused by a forced march.
- You and your allies within 50 feet of you can jump double your normal distances.
Gravitational Finesse
At 11th level you gain the ability to make a weapon less cumbersome without decreasing its striking force, allowing you to more accurately place your blows. You gain the following benefits:
- When attacking a creature within your High Gravity Zone, you can now add the additional damage to your attack roll as well.
- If you are a medium sized creature, you can wield one two-handed weapon in a hand and either a shield or a non-heavy one-handed weapon in the other.
- If you are a small sized creature you can now wield one two-handed weapon without the heavy property in one hand or a weapon with the heavy property in two hands without having disadvantage on attacks.
Deny the Law
Instead of a gradual gravitational pull, you can now manipulate the natural forces encircling your body so fluidly that you can use them to propel yourself through space. At 17th level, as an action, you can spend 3 gravity points to gain a flying speed of 80 feet. For as long as you maintain concentration, this flying can be dismissed or initiated during your movement, without spending additional gravity points.
Extra
Miliomahd
Miliomahd (pronounced "Mil-e-o-mod," meaning "Alluring Infinity") is the fey deity of attraction, authority, security and solace. His symbol is a black beckoning hand. Miliomahd's natural form is unknown to all, possibly even to himself. The form he is most commonly seen in is that of a flawless floating black orb. From his orb, he produces countless particles which he can manipulate into an unfathomable number of forms, the most recurrent of which is that of a mouthless humanoid adorned with a red scarf, a halo, and two horns. His figure is equally immaculate in this form, appearing to be shaped into the perfect masculine physique (See page 8). While his manifestation on the material plane is exceedingly rare, those who have witnessed it say he stands with an air of gravitas that demands attention as well respect, and that when he speaks his very words are weighted and rest heavily on the listeners mind.
Miliomahd is the illegitimate offspring of the Queen of Air and Darkness and a deceived King Oberon. After Oberon stole him away from the evil queen, Miliomahd was welcomed into the Seelie Court by Queen Titania herself. Though she was angered by Oberons foolishness, she saw great promise in his new child and eventually she came to forgive Oberon for the affair.
Multiclassing
The prerequired ability scores for multiclassing out of the Unbound class is 13 Strength and 13 Constitution.
Credits
Created by Anthony Vallozzi, you can contact me on reddit as /u/ch33ri000z. You can find my work and follow me for updates at gmbinder.com.
Special thanks to everyone in the Discord of Many Things who helped so much, especially @Izzy for all of his assistance, support, and patience.
Art in Order of Appearance
"Guardian" by Nzio
"Kirkhammer" by Fromsoftware art team
"Damnation" by Kev Walker
"Absence of Gravity" by Even Amundsen
"Strange Gravity" by Denis Loebner
"Dragonrider" by Valentin Seiche
"The Pursuer" by Valentin Seiche
"Miliomahd's Hand" by Anthony Vallozzi
"Hunter" by Ricardo Rodrigues

