Myrmidon
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Version 0.951
Most Recent Changes
v0.95 to v0.951 - April 19th, 2020
- Changed Throw/Yank damage from 2d8 to 3d6
v0.92 to v0.95 - March 7th, 2020
- Renamed and reworked “Dyad Stance” into “Empowered Guard”
- Added/reworded text for clarity on Field Improvisation, Disciplines, Rules Tips: Disciplines, Combined Attack, Push/Pull, Throw/Yank, and Overturn
- Minor layout tweaks
- Reduced Discipline range progression from 20/30/35/40 ft. to 20/25/30/35 ft. Mercurial Assault long range reduced to match new max. discipline range.
- Reduced maximum duration of Overturn and Singularity from 30 seconds to 4 rounds and added a restriction on the ability to isolate creatures and objects from the effects.
- Movement penalty of Crush reduced from 1/4th to 1/3rd
- Added 11th level class feature: Expertise
The Myrmidon
| Level | Proficiency Bonus | Features | Speed | Disciplines | Focus Points |
|---|---|---|---|---|---|
| 1st | +2 | Crushing Blow, Focus Pool | — | — | 2 |
| 2nd | +2 | Lightness | +5 ft. | — | 4 |
| 3rd | +2 | Paradigm | +5 ft. | Tier 1 | 6 |
| 4th | +2 | Ability Score Improvement | +5 ft. | Tier 1 | 8 |
| 5th | +3 | Extra Attack | +5 ft. | Tier 1 | 10 |
| 6th | +3 | Ability Score Improvement | +5 ft. | Tier 1 | 12 |
| 7th | +3 | Combined Attack, Paradigm Feature | +5 ft. | Tier 2 | 14 |
| 8th | +3 | Ability Score Improvement | +5 ft. | Tier 2 | 16 |
| 9th | +4 | Improved Lightness | +10 ft. | Tier 2 | 18 |
| 10th | +4 | Paradigm Feature | +10 ft. | Tier 2 | 20 |
| 11th | +4 | Expertise | +10 ft. | Tier 3 | 22 |
| 12th | +4 | Ability Score Improvement | +10 ft. | Tier 3 | 24 |
| 13th | +5 | Extreme Lightness | +15 ft. | Tier 3 | 26 |
| 14th | +5 | Ability Score Improvement | +15 ft. | Tier 3 | 28 |
| 15th | +5 | Paradigm Feature | +15 ft. | Tier 4 | 30 |
| 16th | +5 | Ability Score Improvement | +15 ft. | Tier 4 | 32 |
| 17th | +6 | Weightlessness | +15 ft. | Tier 4 | 34 |
| 18th | +6 | Paradigm Feature | +15 ft. | Tier 4 | 36 |
| 19th | +6 | Ability Score Improvement | +15 ft. | Tier 4 | 38 |
| 20th | +6 | Cynosure | +15 ft. | Tier 4 | 40 |
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
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. When you make a melee weapon 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 decide to use it and how many focus points to spend before you roll 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 be knocked prone. Huge or larger creatures automatically succeed on the saving throw.
Lightness
At 2nd level, you begin learning how to dissociate yourself from 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. 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 improves and gains additional benefits at 9th, 13th, and 17th levels.
Improved Lightness
At 9th level, your understanding of gravity improves and your detachment from the natural law increases. 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 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 virtually weightless. You do not sink in liquids. You can walk and run normally, but you do not exert enough pressure on the ground to cause any effect other than a muffled sound. 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.
Who wants to carry this for me?
Note that your Lightness feature does not effect every object with you. For example, even with Weightlessness, a backpack could cause you to sink in water. Consider using a Reduce Gravity discipline on those objects when necessary - or hand it to a companion, they love holding things!
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 magically bend gravity to your will. These disciplines are essentially variations on a specialized spell which requires a somatic component to consolidate and intensify your mental energies. Unlike normal spellcasting, you do not require a free hand to perform this somatic component, but it instead involves your entire body. Thus, you are unable to cast a discipline if you are grappled, prone, restrained, or otherwise unable to freely move your body. If a discipline must be maintained with concentration, that fact appears in the Duration entry, and the discipline specifies how long you can concentrate on it. All the normal rules for concentrating on spells apply to these disciplines.
When you use a discipline that affects an area, you may choose a number of creatures or objects equal to 1 + your Intelligence modifier to completely isolate from the effects of the discipline. This number includes yourself. If the discipline requires concentration, you may choose different objects or creatures at the end of each of your turns for as long as you maintain concentration.
The effects of your disciplines do not extend beyond your range. If an affected creature or object moves out of your range the effect is ended immediately. For disciplines affecting an area, that area is a sphere that moves with you, 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 | 25 ft. |
| 11th | 3 | 30 ft. |
| 15th | 4 | 35 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 6th, 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
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Combined Attack
By 7th level, you have learned how to incorporate a strike into the movements of your disciplines. When you use your action to cast a discipline, you can make one weapon attack as a bonus action. You can make this attack before or after the discipline takes effect.
Expertise
At 11th level, choose two of your skill proficiencies. You proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
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.
Rules Tips: Disciplines
Myrmidon magic can present some unusual challenges to the rules of D&D. Some vagueness is built into the system to allow room for creativity, but some clarifications are explained below. It’s important to remain flexible and work with your DM. If it made perfect sense, it wouldn’t be magic.
Interactions with Magic. Your disciplines are distinctive enough that they do not generally interact with effects or abilities involving spellcasting. For example, a wizard could not copy a discipline into their spellbook, nor could a bard choose a discipline as part of Magical Secrets.
For the purposes of counterspell and dispel magic, disciplines count as a spell cast at a level equal to the discipline's tier. However, a character unfamiliar with myrmidons may not recognize the distinctive somatic component of your disciplines as the casting of a spell. Under the effects of a detect magic spell, disciplines appear as a transmutation effect.
Objects. When your disciplines refer to objects, you can generally only affect an object which is not being worn or carried, and of Medium size or smaller, in addition to the normal limitations described in Chapter 8 of the Dungeon Master’s Guide. If you are able to affect more than one object with a discipline, your DM may allow you to affect larger objects by counting it as multiple smaller objects. This principle is applied differently to creatures, where it is indicated by the text, “Huge or larger creatures automatically succeed on the saving throw”, if it is applicable.
You might be able to use a discipline to move an object being carried, such as attempting to make an enemy’s shield too heavy to hold. If your DM allows it, that creature must make a Strength saving throw. On a success, your discipline fails and your concentration, if any, is broken.
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 the distinctive styles from different enclaves, depending on how you choose to present Myrmidons in your game.
Vanguard
Myrmidons who embrace the paradigm of the Vanguard emphasize strength in close combat. Vanguards tend to fight on the front line and resolutely hold their ground.
Fighting Style
When you choose this paradigm 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 option 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.
Empowered Guard
By 7th level, you have learned distinctive fighting stances, or guards, which allow you to channel your disciplines in addition to their mundane benefits. At the beginning of each of your turns, you can adopt one of the following:
Wyvern Guard. You assume a high guard, ready to strike. If a creature within 5 feet misses you with a melee weapon attack, you can use your reaction to make a melee weapon attack against the creature. You can spend 1 focus to make one weapon attack as a bonus action.
At 15th level, when you make a weapon attack as a bonus action using this or the Combined Attack class feature, the attack deals an extra 1d10 force damage.
Ki-rin Guard. You assume a reserved, defensive guard. The first attack made against you each round is made at disadvantage. You can spend 1 focus as a bonus action to channel gravity into a protective buffer until the beginning of your next turn. While the buffer is active, you gain resistance to slashing, piercing, and bludgeoning damage.
At 15th level, if you use your action to cast a discipline while the buffer is active, you also gain 5 temporary hit points per tier of discipline cast.
Improved Crushing Blow
By 10th level, you have learned how to strike in unexpected and novel ways with your Crushing Blow, making it more difficult to resist and sometimes able to affect larger targets. Huge creatures no longer automatically succeed on the saving throw against your Crushing Blow, but instead make the saving throw with advantage. Additionally, you gain a +1 bonus to the DC of your Crushing Blow. At 18th level, the bonus to your DC increases to +2.
Centurion
Myrmidons who follow the paradigm of the Centurion emphasize battlefield control over close combat. Centurions usually fight from just behind the front line, manipulating the combat zone and aiding allies.
Mental Resilience
At 3rd level, your study has trained you to persevere against mental fatigue. Once per day, when you have finished a short rest, you can regain a number of focus points equal to half your myrmidon 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
By 7th level, you have learned to 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 activate 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 have learned to be less direct in casting and manifesting your disciplines, often catching targets unprepared. 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, the bonus to your DC increases to +2.
Nonlinear Multiplication
By 15th level, you have grown so adept at bending the natural law that you can even fracture it. Your mind moves down peculiar paths which, like a cracked mirror presenting multiple facets, allows you to divide your disciplines without losing potency. When you use 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.
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.
Alacrity
When you choose this paradigm at 3rd level, you learn to combine your physical agility and mental assiduity to increase your mobility. You can spend 2 focus points to gain the following benefits 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 learn a fearsome means of closing the distance between you and your foes. Crushing Blow gains an additional feature: when you spend focus points on Crushing Blow, you can jump to an unoccupied space within 5 feet of your target before rolling for your attack. The maximum number of feet you can jump in this way is equal to five times the number of focus points you allocated to Crushing Blow. Unlike a normal long jump, this jump does not cost movement nor provoke opportunity attacks.
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.
Increase Gravity. When you use an Increase Gravity discipline, you can 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.
Decrease Gravity. When you use a Decrease Gravity discipline, you can deflect some of the trimmed gravity to immediately move a creature or an object not being worn or carried 5 feet in any direction. If a creature is unwilling it can make a Strength saving throw to resist the effect. If the target is being affected by the float or soar disciplines, it automatically fails the saving throw.
At 18th level, the distance you can move an object or creature is increased to 10 feet.
Redirect Gravity. When you use a Redirect Gravity discipline, you can commit some of the unleashed energy to immediately push yourself up to 15 feet in any direction. This movement doesn't provoke opportunity attacks.
At 18th level, you can push yourself up to 30 feet instead.
Manipulate Gravity. When you use a Manipulate Gravity discipline, you harness the unstable energies to make yourself more difficult to hit, giving yourself a +2 bonus to AC until the beginning of your next turn.
At 18th level, you also do not provoke opportunity attacks until the beginning of your next turn.
Implosive Gravity. When you use an Implosive Gravity discipline, you funnel some of the force to shore up your physical defenses. You gain a number of temporary HP equal to the number of focus points 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 a new way to attack from a distance while maintaining a gravitational tether to your weapon. When you take the Attack action on your turn, you can use 2 focus points to give a weapon you are wielding the thrown property until the end of your turn. This weapon has a normal range of 30 feet and a long range of 35 feet. If you hit on a ranged attack with this weapon, you can immediately cause the weapon to fly back into your hand.
If you miss with a ranged attack, the weapon lands 35 feet away from you in the direction you threw it. As a bonus action, you may use 1 focus point to recall the weapon, pulling it through the air back into your hand. As part of this bonus action, you can make a ranged weapon attack against any one creature within a 5 foot wide line between you and where your weapon landed. If that weapon has the reach property, the width of the line is increased to 10 feet.
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 points
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
You increase the weight of an object or creature within range by twice normal. The target must succeed on a Strength saving throw or its speed is reduced by half until the effect ends.
At Higher Levels. At Tier 2 you can spend an additional 2 focus points to extend the effect to the entire area in range.
Stagger - Tier 2
- Cost: 4 focus points
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
You increase the weight of an object or creature within range by four times normal. The target must make a Strength saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, a creature's speed becomes zero on a failed save, or it moves at half speed on a successful one. At the end of each of its turns, an affected creature can repeat the saving throw.
At Higher Levels. At Tier 3 you can spend an additional 2 focus points to extend the effect to the entire area in range.
Crush – Tier 3
- Cost: 6 focus points
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
You increase the weight of an object or creature within range by eight times normal. For every 1 foot the creature moves, it must spend 3 feet of movement. Also, the target must make a Strength saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, a creature is knocked prone and restrained on a failed save. At the end of each of its turns, an affected creature can repeat the saving throw.
At Higher Levels. At Tier 4 you can spend an additional 4 focus points to extend the effect to the entire area in 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 try to collapse a pipe with choke, or cause an enemy to fall through thin ice using an Increase Gravity discipline. Be creative, but remember that magic doesn’t always work in perfectly predictable ways!
Decrease Gravity
These disciplines involve reducing local gravity to aid allies or immobilize enemies.
Bounce – Tier 1
- Cost: 1 focus point
- Casting Time: 1 reaction, which you take when you or a creature within range of you jumps or falls
- Duration: 1 turn
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.
At Higher Levels. At Tier 2, you can spend an additional 1 focus point per target to affect a number of creatures equal to your Intelligence modifier.
Float – Tier 2
- Cost: 3 focus points
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
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. At the end of each of its turns, an affected creature can repeat the saving throw. Creatures that are Huge or larger, or already have a flying speed, automatically succeed on the saving throw.
At Higher Levels. At Tier 3, you can spend an additional 2 focus points to extend the effect to the entire area in range.
Soar – Tier 3
- Cost: 5 focus points
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
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. At the end of each of its turns, an affected creature can repeat the saving throw. Creatures that are Huge or larger, or already have a flying speed, automatically succeed on the saving throw.
At Higher Levels. At Tier 4, you can spend an additional 3 focus points to extend the effect to the entire area in 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 point
- Casting Time: 1 reaction, which you take when you or a creature within range makes a Strength or Dexterity ability check
- Duration: Instantaneous
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 points
- 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
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 points
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
The ground within range becomes difficult terrain as it seems to tremble while gravity fluctuates. Each creature in the affected area must succeed on a Dexterity saving throw or any additional Dexterity saving throws the creature makes are made with disadvantage until the effect ends.
Gravity Hammer – Tier 3
- Cost: 6 focus points
- Casting Time: 1 action
- Duration: Instantaneous
You reverse and intensify gravity on a creature or object you can see, 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 1d8 bludgeoning damage. Creatures Huge or larger automatically succeed the saving throw.
At Higher Levels. At Tier 4, you can spend an additional 4 focus points to extend the effects to the entire area in range.
Redirect Gravity
These disciplines change the orientation of local gravity.
Push/Pull - Tier 1
- Cost: 2 focus points
- Casting Time: 1 action
- Duration: Instantaneous
A line of redirected gravity the length of your range and 5 feet wide emanates from you in a direction you choose. Creatures and unsecured objects in the line are pulled toward you or pushed away from you (your choice) by up to 10 feet. A creature can make a Strength saving throw to avoid the effect.
At Higher Levels. At Tier 2, you can spend an additional 2 focus points to extend the effect to the entire area in range.
Throw/Yank – Tier 3
- Cost: 6 focus points
- Casting Time: 1 action
- Duration: Instantaneous
A line of redirected and amplified gravity the length of your range and 10 feet wide emanates from you in a direction you choose. Creatures and unsecured objects in the line are pulled toward you or pushed away from you (your choice) by up to 30 feet and take 3d6 force damage. A creature which succeeds on a Strength saving throw is moved only 10 feet and takes half damage. On a failed save, a creature also takes an additional 1d6 bludgeoning damage if it hits a solid object which stops its movement early (like a wall.) Creatures Huge or larger automatically succeed the save.
At Higher Levels. At Tier 4, you can spend an additional 4 focus points to extend the effect to the entire area in range.
Overturn – Tier 3
- Cost: 6 focus points
- Casting Time: 1 action
- Duration: Concentration, up to 30 seconds
You create a channel of redirected gravity. Choose two points within range, the two points are connected by a 5-foot-radius cylinder. You choose which direction gravity flows inside the cylinder. Creatures and unsecured objects in the cylinder fall and reach the bottom when you use this discipline. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If an object or creature reaches the bottom of the cylinder without striking anything, it remains there, oscillating slightly, until the effect ends.
Due to the difficulty of this discipline, you are unable to isolate any creatures or objects from its effects. If you have the Weightlessness feature, you can isolate yourself.
At Higher Levels. At Tier 4, you can spend an additional 4 focus points to instead shift gravity over the entire area in range, in any direction you choose.
Implosive Gravity
These disciplines involve creating a small volume of intense gravity to tug everything around it inwards.
Choke – Tier 2
- Cost: 4 focus points
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
You constrict the lungs or throat of a creature with concentrated, localized gravity. The target must make a Constitution saving throw. A creature takes 2d6 force damage on a failed save, or half as much damage on a successful one. On a failed saved, the target starts choking. Huge or larger creatures automatically succeed on the saving throw. At the end of each of its turns, an affected creature can repeat the saving throw. For more information about choking, see p.183 of the Player's Handbook.
Implode – Tier 2
- Cost: 4 focus points
- Casting Time: 1 action
- Duration: Instantaneous
You create a sudden, internal implosion in a creature or object you can see. The target 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 points to increase the damage by 2d6. At Tier 4, you can spend another additional 2 focus points to increase the damage by another 2d6, to a maximum of 8d6 force damage.
Singularity – Tier 4
- Cost: 10 focus points
- Casting Time: 1 action
- Duration: Concentration, up to 30 seconds
Gravity is greatly amplified and concentrated on a point within range, creating a dark sphere about the size of a marble. Everything within 20 feet of the sphere is violently pulled towards it until the effect ends. All creatures and objects that are not anchored to the ground in the area are pulled inward and reach the center point when you use this discipline. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the pull.
Each time a creature starts its turn within 5 feet of the center point, the creature must succeed on a Constitution saving throw or take 8d6 force damage and become incapacitated until the start of its next turn, when it must repeat the saving throw. A creature that succeeds on its saving throw takes half as much damage and isn't incapacitated. A Huge or larger creature automatically succeeds on the Constitution saving throw.
In this area, for every 1 foot a creature moves, it must spend 4 feet of movement.
Due to the difficulty of this discipline, you are unable to isolate any creatures or objects from its effects. If you have the Weightlessness feature, you can isolate yourself.
Change Log
v0.95 to v0.951 - April 19th, 2020
- Changed Throw/Yank damage from 2d8 to 3d6
v0.92 to v0.95 - March 7th, 2020
- Renamed and reworked “Dyad Stance” into “Empowered Guard”
- Added/reworded text for clarity on Field Improvisation, Disciplines, Rules Tips: Disciplines, Combined Attack, Push/Pull, Throw/Yank, and Overturn
- Minor layout tweaks
- Reduced Discipline range progression from 20/30/35/40 ft. to 20/25/30/35 ft. Mercurial Assault long range reduced to match new max. discipline range.
- Reduced maximum duration of Overturn and Singularity from 30 seconds to 4 rounds and added a restriction on the ability to isolate creatures and objects from the effects.
- Movement penalty of Crush reduced from 1/4th to 1/3rd
- Added 11th level class feature: Expertise