My Documents
Become a Patron!
### Gravity Binder v1.1 A Gravity Binder draws upon one of the most fundamental powers: attractive force. They manipulate this basic law of the universe to drag down the foes, boost up the allies, and stand at the center of everything that goes on around them. #### Heavy Weapons Starting at 1st level, all weapons you wield gain the Heavy property for you. If you are small sized creature, wielding a weapon with the Heavy property does not give you disadvantage on attack rolls. The damage of a weapon with the Heavy property you wield increases whenever you gain a feature from this class that increases the damage die of natural weapons. If this would increase the damage die beyond a d12, it becomes 2d6. If the weapon has more than one damage die, it increases only one of the damage dice. #### Gravity Grab At 1st level, you can pull or push a small object that is not being worn or carried and is within 30 feet of you. You can pull the object toward or push it away up to 30 feet. This movement does not cause damage the object or anything it collides with. The maximum weight of an object you can push or pull this way is 10 × your Warden level. Alternatively, you can use this ability to cause a small object matching the same criteria to float in the air until the end of your next turn. #### Innate Magic Additionally when you select this bond, you gain access to several innate magical abilities by channeling the power of your primal connection. You gain the following spells at the listed levels, and can cast each spell once without components or spell slots. Once you cast the spell in this way, you cannot cast it again until you complete a long rest. Wisdom is your spellcasting modifier for these spells. You can cast a spell again before completing a long rest by spending 1 + the level of the spell Endurance Dice. \columnbreak In levels with two options available, pick one spell to gain as part of this feature. This selection can be changed when you gain a level in this class. | Warden Level | Innate Spells (1/long rest each) | |:------------:|:--------------------------------:| | 1st | *fall^K^* | | 3rd | *gravity surge^K^* | 5th | *fling^K^* or *levitate* | 9th | *crushing singularity^K^* or *fly* | 13th | *meteor jump^K^* | 17th | *violent crush^K^* #### Crushing Interdiction Starting at 3rd level, your Primal Interdiction becomes a crushing field of gravitational force. The difficult terrain created by your Primal Interdiction affects the movement of flying creatures as well. **Reverse Force.** As a reaction to falling 10 feet or more, you can reverse the effect of your Primal Interdiction; when you do so, it loses its normal effect until the end of your next turn (or until you hit the ground, whichever happens later), but causes you and any other creature within it to reduce the falling damage they take by five times your Warden level. **Intensified Effect.** On turns that you recklessly defend your allies with your Primal Interdiction feature, the crushing force gives creatures of your choice within the interdiction have disadvantage on ability checks and saving throws against being knocked prone. \pagebreakNum #### Repelling Deflection Additionally at 3rd level, when you expend an Endurance Die to block damage, you emit a wave of gravitational force to push the attack or attacker away. **Repelling Melee Attacks.** If the attack came from a melee attack, you can force the target to make a Strength saving throw with a DC of 8 + your Constitution modifier + your proficiency bonus. On a failed save, they are pushed 10 feet away from you. **Repelling Ranged attacks.** If the attack came from a ranged attack that used a projectile, the damage is reduced by twice the amount rolled on the Endurance Die. #### Center of the Universe Starting at the 7th level, as a bonus action, you can root yourself in place pulling everything toward you. Until the start of your next turn your Primal Interdictions range is doubled, but becomes directional. Instead of being difficult terrain, all creatures that move toward move 10 feet for every 5 feet of movement spent, and all creatures moving away from you must spend 10 feet of movement for each 5 feet they move away from you. Until it returns to normal, the following effects occur: * **Attractor.** All ranged attacks against targets within your Primal Interdiction against targets other than you instead target you. * **Immobile.** Your movement speed is reduced to 0 and you are immune to being moved, knocked prone, or falling. * **Gravity Well.** All objects inside your primal interdiction that are not being worn or carried are pulled 10 feet toward you; this distance is halved for each size larger than you the object is, or doubled for each size smaller than you the object is. Once you use this ability you cannot use it again until you complete a short or long rest. #### Comet Crash Starting at 14th level, you can cast *meteor jump* without expending an Innate Magic use of it and with greatly empowered effect. The distance you can jump with it increases to 60 feet (ignoring your normal movement speed), the radius of the effect is increased to 20 feet, and damage increases to 6d10 damage on a failed saved. **Gravity Break.** In addition, your landing breaks gravity in the area affected by the spell. For any creature that falls their save, you can cause them to float helpless 5 to 10 feet in the air (your choice) until the start of your next turn. Their movement speed is reduced to 0 unless they have a flying speed, and their being Prone gives all attacks against them advantage (rather than just attacks within 5 feet and otherwise granting disadvantage). Once you use it this way, you cannot use it this way again until you complete a long rest. #### Unbound Power Starting at 17th level, as a bonus action you can manipulate gravity to take to the skies. For 1 minute, you and a number of your allies equal to your Wisdom modifier (minimum 1) gain a flying speed of 60 feet, and are hovering while flying this way. While under the effect, you gain the following benefits: * **Gravity Warping.** You can activate Center of the Universe without expending a use of it. * **Unlimited Gravity Magic.** You can cast any spell granted by Innate Magic without expending a use or Endurance Die. * **Toppling Strikes.** The first time you hit a creature with a melee weapon attack on your turn, it takes an additional 1d10 bludgeoning damage and must make a Strength saving throw with a DC of 8 + your Strength or Wisdom modifier (your choice) + your proficiency bonus, or be knocked prone. Once you use this ability, you cannot use it again until you complete a long rest. ### Primal Manifestations **Heaviest Weapons** *(Prerequisite: Gravity Binder)*. You gain proficiency with martial melee weapons with the Heavy property, and they gain the bonuses of your Heavy Weapons feature. ___ **Heaviest Armor** *(Prerequisite: Gravity Binder)*. You gain proficiency with heavy armor. Your Mystical Bulwark functions even when using heavy armor, though if you gain additional sources of passive damage reduction, additional sources beyond the highest value only increase the damage reduction by one for each additional source of passive damage reduction. > ##### Changelog v1.1 > * Added Gravity Grab > * Added Heaviest Armor manifestation.