Myrmidon - Archived: New Version Here
A man in heavy plate launches from the thin branch on which he was perched. A leather-clad dwarf below him dodges the first strike, but the knight follows through gracefully and brings a second strike down with remarkable speed. Off balance, the dwarf desperately attempts to parry the overhead blow with his buckler, but the staggering force of the blow pushes him to his knees and into the soft earth. The sound of bones shattering crackles through the forest, and the latest of many guild assassins sent to end the vigilante passes out.
A tall elf strides forward calmly as a horde of skeletons charges down the tunnel toward her. The first skeleton swings wildly, but the elf dodges easily, flowing past the dilapidated saber. Her polished cuirass glimmers in the torchlight as she thrusts her hand above her head. The skeletons are suddenly pulled into the air, slamming against the low vaulted ceiling. She pulls her hand down, and the skeletons burst against the stone floor. The clattering of rusty swords echoes through the catacombs.
The warlord and his entourage march up the narrow mountain path. Across the cliffside trail stand two sentries in thick bronze armor. Each has an unadorned zweihänder resting on a pauldron. The warlord takes a step in front of his flanking bodyguards, points at the bronze sentries, and demands, "Stand aside! I have taken this region and I intend to taste of all its fruits!" Motionless, one sentry speaks, "The wellspring is off-limits. Another step forward and your life is forfeit." Frowning, the warlord steps back and motions to his troops, who lower shields and spears into a phalanx. The phalanx begins to advance. The sentry who had spoken raises his sword to the sky while adopting a wide stance. He traces a spiral in the air with tip of his sword and then lowers it, pointing not at the advancing phalanx but to a space beside the trail. A dark speck appears in the air, surrounded by a shimmering distortion like a mirage. The phalanx is pulled off their feet and towards the speck. Their bodies collide and squeeze around the dark speck with a cacophony of folding steel, snapping bones, and shouts of pain. The warlord has grabbed a root and is holding on with both hands while his legs flail uselessly, like a flag in a gale. The second sentry launches into an arc, severing both the warlord’s hands with a single blow. With a gasp, he is pulled away and smashes into the sphere of metal and viscera that was once his most elite fighting force. The first sentry re-shoulders his sword and the ball of trespassers falls into the valley far below. The second sentry pulls her sword from the ground and tosses the two severed hands over the cliff's edge. Taking up her position again she asks, “Who was that?” The first sentry merely shrugs.
The Myrmidon is a martial class that augments traditional combat techniques by manipulating gravity through a specialized type of magic. Myrmidons train body and mind to fight with vigor and elegance, while relying on disciplines to control the battlefield and keep themselves highly mobile even in heavy armor.
Of Ants and Warriors
Myrmidon translates to "ant people" from the ancient tongue in which the name originates. The unusual moniker likely came from a poetic observation of the traditional heavy bronze armor of most Myrmidon enclaves, or perhaps the mythic feats of strength performed by early Myrmidons. One account attributes the name to lines of pupils carrying heavy burdens moving around a Myrmidon school - a common sight in enclaves even today. In any case, the name masks the speed and agility of these warriors. Likewise, the mild bite of an ant is hardly comparable to the fury of a strike from a committed Myrmidon. These warriors tend to refer to themselves as "disciples" or, more often, as "guardians" because enclaves are almost always found on or near a site of importance.
Enigmatic and Resolute
Their training is strict and ascetic, with masters often using seemingly-unrelated tasks or nonsense riddles to train their pupils in non-linear thinking so they can untangle the knots of the natural laws in unnatural ways. However, the exact nature of the training, tenets, and the structure of the group is kept a mystery to outsiders. Even the most gregarious disciples quiet when asked about these things, and speculation is often a favorite topic of conversation in pubs near enclaves. New disciples are usually adopted from orphans or unwanted children left at the gates, and most enclaves rarely accept older neophytes. However cryptic they may be, no one denies the combat efficacy of a Myrmidon.
Creating a Myrmidon
When making your Myrmidon, one key question is why did you leave your enclave to go adventuring? Was your enclave dedicated to guarding an important site? Talk with your DM about an appropriate site. Are Myrmidons well known, exotic or even unique within your setting? How did you come to train at the enclave? If you were orphaned and adopted by the enclave, who were your parents and what happened to them? Even if you never knew your parents, they still existed and that affects who you are. Or perhaps your parents disowned you or you were otherwise forced to take refuge in the enclave. How did you convince the enclave to accept you? What did you do to require that refuge in the first place? Who were your teachers? Who were your friends? Did anyone leave the enclave with you? Are you still welcome there? If you are starting at 1st level and you have been at the enclave your entire life, why are you still 1st level? What is holding you back? If you are starting at higher levels, or you have not been training for particularly long, why are you advanced compared to your peers? Finally, consider the appearance of your disciplines and fighting style. Do your disciplines appear fluid and graceful as a martial artist practicing forms? Do they appear as an actor gesturing broadly on a stage, or perhaps simply as attacks and parries with your sword without making contact?
Quick Build
You can make a Myrmidon quickly by following these suggestions. First, Strength should be your highest ability score. Your next highest ability score should be Constitution, or Intelligence if plan to focus on disciplines. Next, choose the Folk Hero background.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose Myrmidon as one of your classes.
Ability Score Minimums. As a multiclass character, you must have Strength and Intelligence scores of at least 13 to take a level in this class, or take a level in another class if you are already a Myrmidon.
Proficiencies Gained. If Myrmidon isn't your initial class, here are the proficiencies you gain when you take your first level as an Myrmidon: All armor, simple weapons, martial weapons
Paint me like one of your WotC girls.
This class is still being formatted and edited for clarity and flavor, and obviously has no artwork yet, but should be fully-featured and balanced enough for full play-testing within 5e D&D (with the exception of the Skirmisher subclass recently added.) This link will be periodically updated as I update the class and will thus sometimes be exceptionally messy in formatting.\columnbreak
Class Features
As a Myrmidon, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Myrmidon level
- Hit Points at 1st Level: 10 + Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Myrmidon level after 1st
Proficiencies
- Armor: All armor
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Acrobatics, Athletics; plus choose one additional skill.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) scale mail
- (a) two martial weapons or (b) one martial weapon and five javelins
- (a) dungeoneer's pack or (b) explorer's pack
The Myrmidon
| Level | Proficiency Bonus | Features | Focus Points |
|---|---|---|---|
| 1st | +2 | Crushing Blow, Focus Pool | 2 |
| 2nd | +2 | Lightness | 4 |
| 3rd | +2 | Tier 1 Disciplines, Paradigm | 6 |
| 4th | +2 | Ability Score Improvement | 8 |
| 5th | +3 | Extra Attack | 10 |
| 6th | +3 | Ability Score Improvement | 12 |
| 7th | +3 | Tier 2 Disciplines, Combined Attack, Paradigm Feature | 14 |
| 8th | +3 | Ability Score Improvement | 16 |
| 9th | +4 | Improved Lightness | 18 |
| 10th | +4 | Paradigm Feature | 20 |
| 11th | +4 | Tier 3 Disciplines | 22 |
| 12th | +4 | Ability Score Improvement | 24 |
| 13th | +5 | Extreme Lightness | 26 |
| 14th | +5 | Ability Score Improvement | 28 |
| 15th | +5 | Tier 4 Disciplines, Paradigm Feature | 30 |
| 16th | +5 | Ability Score Improvement | 32 |
| 17th | +6 | Weightlessness | 34 |
| 18th | +6 | Paradigm Feature | 36 |
| 19th | +6 | Ability Score Improvement | 38 |
| 20th | +6 | Cynosure | 40 |
Focus Pool
Your training allows you to harness and shape the force of gravity through tremendous mental focus. Your ability to maintain this effort is represented by focus points. You have a number of focus points equal to twice your Myrmidon level, as shown in the Focus Points column of the Myrmidon table. You can spend these points to fuel various class features and you regain all focus points on a long rest.
Ascetic Recovery
You can tap into the reservoirs of your psyche, for a price. As a bonus action, you can spend one Hit Die to regain a number of focus points equal to the number rolled on the die plus your Intelligence modifier. At the end of your turn, you suffer one level of exhaustion. This exhaustion cannot be prevented by any means. You cannot exceed your maximum number of focus points by gaining surplus points in this way.
Crushing Blow
You can empower your attacks with increased ferocity by channeling gravity into the swing to increase its momentum. When you make a melee attack using Strength, you can expend one or more focus points to deal additional damage. You can spend a total number of focus points equal to half your Myrmidon level (minimum of one) to deal an extra 1d6 damage per focus point spent. You can only use this feature once per turn, and you must choose how many focus points you want to expend before rolling for the attack.
If you spend four or more focus points in this way, the target must succeed on a Strength saving throw (DC 10 + the number of focus points spent) or the target is knocked prone. Huge or larger creatures automatically succeed on the saving throw.
Lightness
At 2nd level, you have begun to learn how to dissociate yourself from the force of gravity. While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any armor or clothing you are wearing, is reduced by one-quarter. You may choose to ignore this feature at any time, quickly returning to your natural weight. Your sensitivity to natural gravity means that you always know which direction is up, unless magically disoriented. Unencumbered by weight, your speed increases by 5 feet.
As you are less hindered by weighty armor, you are able to move adroitly even while wearing medium or heavy armor. When you wear medium armor and are not wielding a shield, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. When you wear heavy armor and are not wielding a shield, you can add 1, rather than zero, to your AC if you have a Dexterity of 12 or higher.
This feature gains additional benefits at 9th, 13th, and 17th levels.
Improved Lightness
At 9th level, your understanding of gravity improves, so your segregation from the natural law also improves. While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any armor or clothing you are wearing, is reduced by one-half. You can sense minute changes in gravity, allowing you to discern your elevation above or below sea level, to within 30 feet. Further unencumbered by weight, your speed increases by an additional 5 feet, for a total increase of 10 feet.
You are even less impeded by the weight of your armor. When you wear medium armor and are not wielding a shield, you can add 4, rather than 3, to your AC if you have a Dexterity of 18 or higher. When you wear heavy armor and are not wielding a shield, you can add 2, rather than 1, to your AC if you have a Dexterity of 14 or higher.
Extreme Lightness
At 13th level, your divorce from gravity increases again. While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any armor or clothing you are wearing, is reduced by three-quarters. You can sense the texture of the gravity around you, which is unique to each plane of existence. If you have visited a plane before, you can always identify when you are back there. If you are on a plane you have never visited before, you can sense that you are on an unfamiliar plane. While the texture of the gravity may offer some clue to your location, you do not otherwise gain special knowledge of that plane. Your speed is increased by an additional 5 feet, for a total increase of 15 feet.
When you wear medium armor and are not wielding a shield, you can add 5, rather than 4, to your AC if you have a Dexterity of 20 or higher. When you wear heavy armor and are not wielding a shield, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Weightlessness
At 17th level, you can almost completely isolate yourself from the force of gravity. While you are conscious, your body, any weapon you are wielding, and any armor or clothing you are wearing is effectively weightless. You can walk and run as normal, but you do not exert enough pressure on the ground to cause any effect other than sound, including sinking in liquids. You no longer count against the number of creatures or objects you can isolate from the effects of your disciplines. Additionally, you may spend a number of focus points equal to the spell level to ignore the effects of any spell which alters the effect of gravity (such as Levitate or Reverse Gravity, at the DM's discretion.)
Who wants to carry this for me?
Note that your Lightness feature does not effect objects you are carrying. For example, even with your 17th level Weightlessness feature, a heavy backpack could cause you to sink in water. Consider using a Reduce Gravity discipline on those objects when necessary - or just hand things to a companion, they love holding things for you!
Paradigm
At 3rd level, you choose a paradigm for your advancement. Choose from Vanguard, Centurion or Skirmisher, each detailed at the end of the class description. The paradigm you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Disciplines
Starting at 3rd level, you have access to trained forms that bend gravity to your will. These disciplines are, in essence, variations on a specialized, psionic spell which requires a somatic component to translate the energy and to intensify your focus. This somatic component involves the entire body, as in a dance or martial arts form. Unlike normal spellcasting, you do not require a free hand to perform the somatic component, but you are unable to cast a discipline if you are Grappled, Prone, Restrained, or otherwise unable to freely move your body. While these conditions do not break concentration on disciplines already cast, all the normal rules for concentrating on spells apply to your disciplines. When you use a discipline that affects an area or volume, you may choose a number of creatures or objects equal to 1 + your Intelligence modifier to isolate from the effects of the discipline. This number includes yourself. The chosen creatures or objects are unaffected by the discipline for the duration, though you may choose different objects or creatures at the end of each of your turns for as long as you maintain concentration on the discipline.
The effects of your disciplines are always limited by your range and if an affected creature moves out of your range the effect is ended immediately. For disciplines affecting an area, that area is a circle centered on you with a radius equal to your range. For disciplines affecting a volume, that volume is a sphere centered on you with a radius equal to your range. Your Myrmidon level determines the range of your disciplines and the highest tier which you can utilize. When you gain access to higher tier disciplines at 7th, 11th, and 15th level, you gain access to all disciplines at that tier.
| Level | Max Tier | Range |
|---|---|---|
| 3rd | 1 | 20 ft. |
| 7th | 2 | 30 ft. |
| 11th | 3 | 35 ft. |
| 15th | 4 | 40 ft. |
Some of your disciplines require your target to make a saving throw to resist the ability's effect. The saving throw DC is calculated as follows:
Discipline save DC = 8 + your proficiency bonus +
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 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
At 5th level you can make two weapon attacks when you take the Attack action on your turn.
Combined Attack
At 7th level, when you use your action to activate a discipline, you can make a single melee weapon attack as a bonus action.
Cynosure
At 20th level, you reach the epitome of mental fitness. Tier 1 disciplines no longer require a somatic component, and Tier 1 disciplines with a casting time of 1 action can instead be cast as a bonus action. If you have half or less of your focus points remaining when you roll initiative, you can spend one Hit Die to regain a number of focus points equal to the number rolled on the die plus your Intelligence modifier.
Paradigms
Myrmidons embrace different paradigms to hone their skills, each choosing to emphasize different aspects of the art. These paradigms may represent personal choices in study or different schools of thought from different Myrmidon enclaves, depending on how you choose to present Myrmidons in your game.
Vanguard
Myrmidons who embrace the paradigm of the Vanguard emphasize close combat over their disciplines. Vanguards tend to fight on the front line and hold their ground when pressed.
Fighting Style
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mitigation
At 7th level, you have learned to channel gravity into a protective buffer. You can use your reaction and a number of focus points to cushion the blow when you are hit by an attack. When you do so, the damage you suffer is reduced by 1d6 per focus point spent. The maximum number of focus points you can spend is equal to your Intelligence modifier.
Improved Crushing Blow
At 10th level, you gain a +1 bonus to the DC of your Crushing Blow. Additionally, a Huge creature no longer automatically succeeds on the saving throw when you use five or more focus points, but instead makes the saving throw with advantage.
At 18th level, this bonus is increased to +2.
Extra Attack
At 15th level, the number of attacks you can make with the Attack action is increased to three.
Centurion
Myrmidons who follow the paradigm of the Centurion emphasize their disciplines over close combat. Centurions often function just behind the front line, controlling the battlefield and aiding allies.
Mental Resilience
At 3rd level, once per day when you have finished a short rest, you can regain a number of focus points equal to half your level plus your Intelligence modifier. You cannot exceed your maximum number of focus points by gaining surplus points in this way. Additionally, you gain resistance to Psychic damage.
Nimble Intuition
At 7th level, you have learned to intuitively anticipate and react to circumstances far quicker than others. You get a special reaction that you can use once on every round. You can only use this special reaction to use a discipline with a casting time of 1 reaction, and you can't use it on the same turn that you take your normal reaction.
Guile
At 10th level, you gain a +1 bonus to the DC of your disciplines. Additionally, when a Huge creature would automatically succeed on its saving throw against your discipline, it instead makes the saving throw with advantage.
At 18th level, this bonus is increased to +2.
Nonlinear Multiplication
At 15th level, when you activate a discipline that targets only a single creature or object, you may expend additional focus points to target a second creature or object as well. The number of additional focus points required is equal to half of the original discipline's cost, rounded up.
Caveat Emptor
The Skirmisher subclass is not yet fully vetted or play-tested!
Skirmisher
Myrmidons who embrace the paradigm of the Skirmisher emphasize mobility and adaptability over raw offensive capability. Skirmishers generally employ hit-and-run tactics to harass the enemy while keeping themselves out of harm's way.
Agile Sprint
Starting at 3rd level, you can spend 2 focus on your turn to bestow the following benefits on yourself until the beginning of your next turn:
- You can take the Dash action as a bonus action.
- You ignore difficult terrain.
- You have advantage on Dexterity (Acrobatics) checks.
- You do not provoke opportunity attacks from creatures you have hit with a melee attack this turn.
Surging Strike
At 7th level, you can deliver overwhelming attacks even from a distance. When you make an attack using Crushing Blow, you can make a long jump towards your target to close the distance. The maximum number of feet you can jump in this way is equal to five times the number of focus spent on Crushing Blow. See Chapter 8 of the Player's Handbook (page 182) for more information on jumping.
Field Improvisation
By 10th level, you have learned how to improvise new tactics by redirecting and reshaping some of the energy you use to alter gravity. When you activate a discipline on your turn, you receive different benefits depending on the type of discipline used. These benefits increase in potency at 18th level.
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When you use an Increase Gravity discipline, you exploit the altered gravity to solidify your own footing. Until the beginning of your next turn, if you are moved against your will, you can reduce the distance you are moved by up to 15 feet. At 18th level, you can instead reduce the distance you are moved by up to 30 feet.
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When you use a Decrease Gravity discipline, you can deflect some of the trimmed gravity to immediately move an object or creature 5 feet in any direction. This movement does not provoke opportunity attacks, and if a creature is unwilling it can make a Strength saving throw to resist the effect. If that creature was affected by a Decrease Gravity discipline this turn, it has disadvantage on the roll. At 18th level, the distance you can move an object or creature is increased to 10 feet.
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When you use a Redirect Gravity discipline, you can commit some of the unleashed gravitational energy to immediately move yourself up to 15 feet without provoking opportunity attacks. At 18th level, you can move yourself up to 30 feet instead.
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When you use a Manipulate Gravity discipline, you harness the dynamic energies to give yourself a +2 bonus to AC until the beginning of your next turn. At 18th level, you also do not provoke opportunity attacks with your movement until the beginning of your next turn.
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When you use an Implosive Gravity discipline, you funnel some of the force to shore up your physical frame. You gain a number of temporary HP equal to the number of focus used to cast the discipline. At 18th level, you can add your Intelligence modifier to the number of temporary HP you gain in this way.
Mercurial Assault
At 15th level, you learn how to utilize your skills to attack from a distance. When you take the Attack action on your turn, you can use 2 focus to give your weapon the thrown property, with a normal range of 20 feet and a long range of 40 feet, until the end of your turn. If you hit with the attack, you can instantly reverse the force to return the weapon to your hand.
If you miss the attack, your weapon clatters to the ground 40 feet away, but you may use another 1 focus to recall the weapon to your hand as a bonus action. As part of this bonus action, you can make an attack against any one creature within a 5 foot wide line between you and where your weapon landed. You make this attack with disadvantage.
Disciplines
Although the energy for creating the following effects is psionic, Myrmidons use trained motions to facilitate their casting, much like traditional magic users use somatic components. Myrmidon magic is highly specialized in gravity control, but very versatile in the specific effects it can produce. The list below provides examples of the myriad ways gravity can be harnessed by a skilled Myrmidon.
Increase Gravity
These disciplines involve increasing local gravity to impose difficulties on your opponents.
Impede - Tier 1
- Cost – 2 Focus
- Casting Time – 1 Action
- Duration – Concentration, up to 1 minute
- Effect – You increase the weight of an object or creature within range by twice normal. A targeted creature must succeed on a Strength saving throw or its movement speed is halved until the effect ends.
- At higher levels – At Tier 2 you can spend an additional 2 Focus to apply the effect to the entire volume encompassed by your range.
Stagger - Tier 2
- Cost – 4 Focus
- Casting Time – 1 Action
- Duration – Concentration, up to 1 minute
- Effect – You increase the weight of an object or creature within range by four times normal. A targeted creature must make on a Strength saving throw. On a failed save, it takes 1d6 bludgeoning damage and its movement speed is reduced to zero until the effect ends. On a successful save, its speed is reduced by half instead.
- At higher levels – At Tier 3 you can spend an additional 2 Focus to apply the effect to the entire volume encompassed by your range.
Crush – Tier 3
- Cost – 6 Focus
- Casting Time – 1 Action
- Duration – Concentration, up to 1 minute
- Effect – You increase the weight of an object or creature within range by eight times normal. A targeted creature takes 3d8 bludgeoning damage and must succeed on a Strength saving throw or be restrained and knocked prone. For every 1 foot an affected creature moves, it must spend 4 feet of movement.
- At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range.
You want to do... what?
While your disciplines are given specific effects below, you may be able to use the effects in other ways if your DM allows it. For example, you might use the Redirect Gravity disciplines to attempt to run along a vertical wall like the spell Spider Climb.
Decrease Gravity
These disciplines involve reducing local gravity to aid allies or immobilize enemies.
Bounce – Tier 1
- Cost – 1 Focus
- Casting Time – 1 Reaction, which you take when you or a creature within range of you jumps or falls
- Duration – 1 Turn
- Effect – You decrease the weight of a creature within range to one-third normal, tripling their jump distance and reducing fall damage by two-thirds until the end of their turn.
Float – Tier 2
- Cost – 4 Focus
- Casting Time – 1 Action
- Duration – Concentration, up to 1 minute
- Effect – An object or creature within range becomes essentially weightless, and floats just above the ground. The target can move only by pushing or pulling against a fixed object or surface within reach. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach.
- At higher levels – At Tier 3 you can spend an additional 2 Focus to apply the effect to the entire volume encompassed by your range.
Soar – Tier 3
- Cost – 6 Focus
- Casting Time – 1 Action
- Duration – Concentration, up to 1 minute
- Effect – You give an object or creature a flying speed of 20ft. You control the movement during your turn. An unwilling creature that succeeds on a Constitution saving throw is unaffected. Creatures that already have a fly speed automatically succeed on the saving throw.
- At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range.
Manipulate Gravity
These disciplines involve manipulating local gravity dynamically, causing it to fluctuate chaotically, finessing it deliberately, or quickly alternating its direction.
Brace – Tier 1
- Cost – 1 Focus
- Casting Time – 1 Reaction, which you take when you or a creature within range makes a Strength or Dexterity ability check
- Duration – Instantaneous
- Effect – You can roll an additional d20. You can choose to use Brace after the die has been rolled, but before the outcome is determined. You choose which of the d20s is used.
Shape – Tier 2
- Cost – 2 Focus
- Casting Time – 1 Reaction, which you take when you or a creature within range makes an Attack roll or a Dexterity saving throw
- Duration – Instantaneous
- Effect – You can roll an additional d20. You can choose to use Shape after the die has been rolled, but before the outcome is determined. You choose which of the d20s is used.
Tremblor – Tier 2
- Cost – 4 Focus
- Casting Time – 1 Action
- Duration – Concentration, up to 1 minute
- Effect – The area within your range becomes difficult terrain as the ground trembles and quakes. Each creature in the affected area must make a Dexterity saving throw. On a failed saved, any additional Dexterity saving throws the creature makes while in the affected area are made with disadvantage.
Gravity Hammer – Tier 3
- Cost – 6 Focus
- Casting Time – 1 Action
- Duration – Instantaneous
- Effect – You reverse and intensify gravity on a creature or in a 5 foot wide column, pulling the target 15 feet up and then slamming it back into the ground, knocking it prone and dealing 4d8 bludgeoning damage, or half as much on a successful Dexterity save, and it is not knocked prone. If a creature fails the save and hits a solid object (like a ceiling) on the way up, it takes an additional 1d6 bludgeoning damage. Creatures Huge or larger automatically succeed the saving throw.
- At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range or to deal an additional 4d8 bludgeoning damage to a single creature.
Redirect Gravity
These disciplines shift the orientation of local gravity.
Push/Pull - Tier 1
- Cost – 2 Focus
- Casting Time – 1 Action
- Duration – Instantaneous
- Effect – You redirect gravity in a 5 foot wide line the length of your range. Creatures and objects within the line are pulled toward you, or pushed away from you (your choice) by 10 feet. A creature which succeeds on a Strength saving throw is unaffected. Creatures Huge or larger automatically succeed the save. If pulled towards you, creatures and objects stop 5 feet away from you.
- At higher levels – At Tier 2 you can spend an additional 2 Focus to apply the effect to the entire volume encompassed by your range.
Throw/Yank – Tier 3
- Cost – 6 Focus
- Casting Time – 1 Action
- Duration – Instantaneous
- Effect – You redirect and amplify gravity in a 10 foot wide line the length of your range. Creatures and objects within the line are pulled toward you, or pushed away from you (your choice) by 30 feet and take 2d8 force damage. A creature which succeeds on a Strength saving throw is moved only 15 feet and takes half damage. Creatures Huge or larger automatically succeed the save. If pulled towards you, creatures and objects stop 5 feet away from you. If the creature fails the save and hits a solid object which stops its movement early (such as a wall,) it takes an additional 1d6 bludgeoning damage.
- At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range.
Overturn – Tier 3
- Cost – 6 Focus
- Casting Time – 1 Action
- Duration – Concentration, up to 1 minute
- Effect – Reverse gravity in a 10 foot wide cylinder to a height within your discipline range. All creatures and objects that are not anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures take an additional 1d6 bludgeoning damage. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.
- At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range.
Implosive Gravity
These disciplines involve creating a small volume of intense gravity to tug everything around it inwards.
Choke – Tier 1
- Cost – 2 Focus
- Casting Time – 1 Action
- Duration – Instantaneous
- Effect – You constrict the lungs or throat of a creature with concentrated, localized gravity. A creature targeted by this ability must make a Constitution saving throw. A creature takes 1d6 force damage on a failed save, or half as much damage on a successful one. Huge or larger creatures automatically succeed on the saving throw. On a failed saved, the target is considered choking. A target which is choking may repeat the saving throw at the end of each of their turns. For more information about choking, see Chapter 8 of the Player's Handbook (page 183.)
- At higher levels – At Tier 2 you can spend additional 2 Focus to apply the effect to the entire volume encompassed by your range.
Implode – Tier 2
- Cost – 4 Focus
- Casting Time – 1 Action
- Duration – Instantaneous
- Effect – A creature targeted by this ability must make a Constitution saving throw. It takes 4d6 force damage on a failed save, or half as much damage on a successful one.
- At higher levels – At Tier 3 you can spend additional 2 Focus to increase the damage by 2d6. At Tier 4 you can spend another additional 2 Focus to increase the damage by another 2d6, to a maximum of 8d6 force damage.
Singularity – Tier 4
- Cost – 10 Focus
- Casting Time – 1 Action
- Duration – Concentration, up to 1 minute
- Effect – Gravity is greatly amplified and concentrated on a point you can see within range, within a 30ft radius (but still within your range). In this volume, for every 1 foot a creature moves, it must spend 4 feet of movement. Any creature that starts its turn within the affected area must succeed on a Strength saving throw or be pulled 15 feet toward the center. If this moves a creature to within 5 ft. of the center point or the creature starts its turn within 5 ft. of the center point, it takes 8d8 force damage. Huge or larger creatures automatically succeed on the saving throw.