Fighter - Gravity Knight

by sinon

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Gravity Knight

Giant celestial bodies spiral throughout the multiverse. When two of these bodies come within close proximity, they begin to orbit one another due to gravitational energy. There is immense gravitational energy between them that can cause tides and even be used magically. Gravity knights are able to tap into this energy and harness a small bit of it to alter gravity around them.

Celestial Exploit

Starting when you choose this archetype at 3rd level, you are able to harness and alter the gravitational energy of celestial masses orbiting your planet to preform celestial exploits. To use an exploit, you must use your bonus action and choose one of the following abilities to preform.

  • Crushing Strike. You bolster the gravitational force of your blows. The next time you take the Attack action this turn, you gain a bonus 1d6 to weapon attack rolls you make as part of that action. This die changes to 1d8 at 10th level and 1d10 at 18th level.
  • Gravitational Block. You wrap a small piece of gravitational energy around yourself in hopes to weigh down oncoming attacks. Roll 1d6, until the start of your next turn, you gain a bonus to your AC equal to the number rolled. This die changes to 1d8 at 10th level and 1d10 at 18th level.
  • Light Footing. You lighten your own gravitation pull. Until the start of your next turn, you gain a 20 foot bonus to your speed and have advantage on Strength and Dexterity saving throws. The bonus to your movement speed increases to 30 feet at 10th level and 40 feet at 18th level.

You can use this feature two times. You regain all expended uses of it when you finish a short or long rest. Starting at 7th level, you can use it three times between rests

Lower

Also at 3rd level, you can cast the feather fall spell once without providing material components. You regain the ability to do so again after you finish a long rest. Wisdom is your spellcasting ability for this spell.

Lift

Beginning at 7th level, your connection to gravitational forces takes some weight off your shoulders. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Passive Exploit

Starting at 10th level, when you roll initiative and have no uses of Celestial Exploit remaining, you regain 1 use.

Light Swing

Starting at 15th level, once per turn, when you take the Attack action and hit a single creature with two weapon attacks as part of that action, you can make an additional weapon attack as part of the same action.

Force of Gravity

Starting at 18th level, your blows drop crushing weight onto your foes. When you take the attack action, you can choose to imbue your attacks with extra forces of gravity. If you do so, weapon attacks you make as part of that action deal an additional 1d10 force damage and reduce the targets movement speed by 5 feet until the end of its next turn.

Once you use this feature, you can't do so again until you finish a long rest.



Credits

Created by lnxsinon using GM Binder
Special thanks to the Discord of Many Things
Gravity Knight is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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