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Gravity Knight

A
man in full plate armor launches from the thin
branch on which he’s perched. The black-clad
dwarf below him dodges the first strike, but the The Gravity Knight
knight spins through the miss gracefully and Proficiency Focus
brings a second strike down with remarkable Level Bonus Features Points
speed. The dwarf attempts to parry the blow
overhead by reinforcing his buckler with the 1st +2 Fighting Style, Crushing 2
quillons of a long dagger, but the staggering force of the blow Blow
pushes him to his knees and into the soft earth underfoot. 2nd +2 Lightness 4
Even over the clanging melee, the sound of bones shattering 3rd +2 Tier 1 Disciplines 6
fills the forest. The dark figure passes out, the latest hunter
sent to end the vigilante. 4th +2 Ability Score 8
Improvement
A tall elf strides out in front of her team as a horde of undead 5th +3 Extra Attack 10
skeletons charges down a dark tunnel. The first skeleton
swings at her and the elf dodges easily, but her motion 6th +3 Ability Score 12
continues fluidly into an elegant weave. Her polished cuirass Improvement
glints in the torchlight as she thrusts her hand into the air 7th +3 Tier 2 Disciplines 14
and the skeletons are suddenly pulled into the air, slamming 8th +3 Ability Score 16
against the low vault of the cavern. The elf pulls her hand Improvement
down and the skeletons burst against the rock floor. The
clattering of rusty swords echoes through the cave. 9th +4 Improved Lightness 18
10th +4 War Magic 20
The Gravity Knight is a martial class that augments
traditional combat techniques by manipulating gravity 11th +4 Tier 3 Disciplines 22
through a limited type of psionics. They train body and mind 12th +4 Ability Score 24
to fight with vigor and elegance, relying on disciplines to Improvement
control the battlefield while leveraging gravity to keep them 13th +5 Extreme Lightness 26
highly mobile even in heavy armor.
14th +5 Ability Score 28
Improvement
Class Features 15th +5 Tier 4 Disciplines 30
As a Gravity Knight, you gain the following class features. 16th +5 Ability Score 32
Improvement
Hit Points 17th +6 Weightlessness 34
Hit Dice: 1d8 per Gravity Knight level
Hit Points at 1st Level: 8 + Constitution modifier 18th +6 Extra Attack (2) 36
Hit Points at Higher Levels: 1d8 (or 4) + Constitution 19th +6 Ability Score 38
modifier per Gravity Knight level after 1st Improvement
Proficiencies 20th +6 Cynosure 40
Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Acrobatics and Athletics; plus select one from the Fighting Style
following: Animal Handling, History, Insight, Intimidation, You adopt a particular style of fighting as your specialty.
Nature, Perception, and Survival. Choose one of the following options. You can't take a Fighting
Equipment Style more than once, even if you later get to choose again.
You start with the following equipment, in addition to the
equipment granted by your background: Defense
While you are wearing armor, you gain a +1 bonus to AC.
(a) chain mail or (b) scale mail
(a) a martial weapon Dueling
(a) dungeoneer's pack or (b) explorer's pack 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 Extreme Lightness
When you roll a 1 or 2 on a damage die for an attack you At 13th level, your subconscious divorce from gravity has
make with a melee weapon that you are wielding with two increased to the degree that you and any armor or clothing
hands, you can reroll the die and must use the new roll. The you wear weighs three-quarters less than usual. While you
weapon must have the two-handed or versatile property for are not wielding a shield, the maximum Dexterity bonus of
you to gain this benefit. any armor you are wearing is increased by 3. Your sensitivity
has become great enough to feel the unique texture of the
Tunnel Fighter gravity around you; you always know on what plane of
You excel at defending narrow passages, doorways, and other existence you are, even if you have never visited that plane
tight spaces. As a bonus action, you can enter a defensive before. Your base walking speed is increased by an additional
stance that lasts until the start of your next turn. While in 5ft.
your defensive stance, you can make opportunity attacks
without using your reaction, and you can use your reaction to Weightlessness
make a melee attack against a creature that moves more than At 17th level, your subconscious mind can completely isolate
5 feet while within your reach. you from the force of gravity. While you are conscious, you
are effectively weightless. You can walk and run as normal,
Crushing Blow but you do not sink in water or in soft earth. You may choose
You can empower your attacks with increased ferocity. On a to ignore this effect, the effects of your own Disciplines, or
successful melee strike, you can expend 1 Focus point to deal spells which change the force of gravity at will (such as
an additional 1d6 weapon damage. You can spend a total Levitate or Reverse Gravity, at the DM’s discretion.) You no
number of points equal to ½ your level, rounded up, to deal an longer count against the number of creatures or objects you
additional 1d6 weapon damage per point spent. You can only can isolate from the effects of your disciplines.
deal this damage once per turn. If you spend five or more Focus Pool
points in this way on a Large or smaller creature, the target
must succeed on a Strength saving throw or be knocked Your training allows you to harness the force of gravity, but it
prone. The DC for this save is 10 + the number of Focus requires tremendous mental focus to accomplish. Your ability
points spent. to maintain this effort is represented by Focus points. Your
Gravity Knight level determines the number of points you
Lightness have, as shown in the Focus Pool column of the Gravity
At 2nd level, your subconscious mind has begun to learn to Knight table. You can spend these points in various ways to
dissociate yourself from the force of gravity. While you are fuel various class features. You regain all Focus points on a
conscious, your weight, and the weight of any armor you long rest. Once per day when you have finished a short rest,
wear, is reduced by one-quarter. While you are not wielding a you can regain a number of points equal to half your level
shield, the maximum Dexterity bonus of armor you are plus your Intelligence modifier. You cannot exceed your
wearing is increased by 1. Your sensitivity to natural gravity maximum number of Focus points by gaining surplus points
means that you always know which direction is up, even in this way.
underwater or when otherwise disoriented. Your base Disciplines
walking speed is increased by 5ft.
You can control gravity in specific ways through trained forms
Improved Lightness called Disciplines. Your disciplines are magical and function
At 7th level, as your conscious understanding of gravity similarly to spells. While the energy for these abilities is
continues to increase, your subconscious has also continued entirely mental, they require somatic components to transmit
to improve your dissociation from the natural law. While you that energy into the world. Because this somatic component
are conscious, you and any armor you wear weighs half as involves the entire body, you are unable to use your
much. While you are not wielding a shield, the maximum disciplines if you are Grappled, Prone, or Restrained, in
Dexterity bonus of any armor you are wearing is increased by addition to the normal spellcasting rules concerned somatic
2. Your sensitivity to natural gravity has improved to the components. This does not break concentration on
degree that you can always discern your elevation above or disciplines already manifested, but all the normal rules for
below sea level, to within 30ft. Your base walking speed is concentrating on spells apply to your disciplines. For
increased by an additional 5ft. disciplines with area effects, you may choose a number of
creatures or objects equal to your proficiency bonus plus your
Intelligence modifier to be unaffected. This number includes
yourself. The effects of your disciplines are always limited by
your range. For example, if a targeted creature moves out of
your range the effect is ended immediately. At 3rd level, you
gain access to all Tier 1 disciplines and your range is 20ft.
The DC for your disciplines is 8 + your proficiency bonus +
your Intelligence modifier.
Tier 2 Disciplines Concentration – You can maintain the effect for an additional
At 7th Level, you gain access to all Tier 2 disciplines. Your round by spending 1 Focus point at the end of your turn. A
range increases to 30ft. targeted creature must repeat the save at the beginning of
each of its turns.
Tier 3 Disciplines At higher levels – At Tier 2 you can spend an additional 2
At 11th Level, you gain access to all Tier 3 disciplines. Your Focus to apply the effect to the area covered by your range.
range increases to 35ft. Concentration costs 2 Focus per round.
Stagger - Tier 2
Tier 4 Disciplines Cost – 4 Focus
At 15th Level, you gain access to all Tier 4 disciplines. Your Casting Time – 1 Action
range increases to 40ft. Duration – 1 Round
Effect – Increases gravity on a creature or object by four
Creative Uses times normal. A creature targeted by this ability must
succeed on a Strength saving throw or have its movement
While your disciplines are given specific effects
below, you may be able to use the effects in other
speed reduced to zero until the end of its next turn. On a
ways if your DM allows it. For example, you might
successful save, its speed is reduced by half.
use the Redirect Gravity disciplines to attempt to Concentration - You can maintain the effect for an additional
run along a vertical wall like the spell Spider Climb. round by spending 2 Focus points at the end of your turn. A
targeted creature must repeat the save at the beginning of
each of its turns.
At higher levels – At Tier 3 you can spend an additional 4
Ability Score Improvement Focus to apply the effect to the area covered by your range.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, Concentration costs 4 Focus per round.
16th and 19th level, you can increase one ability score of your Crush – Tier 3
choice by 2, or you can increase two ability scores of your Cost – 8 Focus
choice by 1. As normal, you can't increase an ability score Casting Time – 1 Action
above 20 using this feature. Duration – 1 Round
Effect – Increases gravity on a creature or object by eight
Extra Attack times normal. A creature targeted by this ability must
At 5th level you can make two weapon attacks when you take succeed on a Strength saving throw or be knocked prone
the Attack action on your turn. At 18th level, this increases to and take 3d8 bludgeoning damage. On a successful save,
three weapon attacks. the creature is not knocked prone and takes half damage,
but its movement speed is reduced to zero until the
War Magic beginning of your next turn.
Concentration - You can maintain the effect for an additional
At 10th level, when you use your Action to activate a round by spending 4 Focus points at the end of your turn. A
Discipline, you can make a single melee weapon attack as a targeted creature must repeat the save at the beginning of
Bonus Action. each of its turns.
At higher levels – At Tier 4 you can spend an additional 4
Cynosure Focus to apply the effect to the area covered by your range.
At 20th level, you reach the epitome of mental fitness. Tier 1 Concentration costs 6 Focus per round.
Disciplines no longer require a somatic component, and Tier Decrease Gravity
1 Disciplines with a casting time of 1 Action can be instead These disciplines involve reducing gravity to aid allies or
cast as a Bonus Action. You gain resistance to Psychic immobilize enemies.
damage. If you have less than 10 Focus when you roll
Initiative, your Focus Pool is refilled up to 10. Jump – Tier 1
Cost – 1 Focus
Disciplines Casting Time – 1 Reaction, which you take when you or a
creature within range of you attempts to jump.
Increase Gravity Duration – 1 Turn
These disciplines involve increasing gravity to impose Effect – Decreases gravity on a creature to a third of normal,
difficulties on your opponents. tripling its Jump distance and reducing fall damage by two-
thirds until the end of their turn.
Slow - Tier 1
Cost – 2 Focus
Casting Time – 1 Action
Duration – 1 Round
Effect – Increase gravity on an object or creature by twice
normal. A creature targeted by this ability must succeed on
a Strength saving throw or have its movement speed
halved until the end of its next turn.
Concentration – You can maintain the effect for an additional
Levitate – Tier 2 Distract – Tier 1
Cost – 4 Focus Cost – 1 Focus
Casting Time – 1 Action Casting Time – 1 Reaction, which you take when you or a
Duration – 1 Round creature within range makes an attack roll.
Effect – An object or creature becomes essentially Duration – 1 Attack
weightless, and floats a few feet above the ground. An Effect – You throw your opponent off balance. You can roll an
unwilling creature that succeeds on a Constitution saving additional d20. You can choose to use Distract after the die
throw is unaffected. The target can move only by pushing has been rolled, but before the outcome is determined. You
or pulling against a fixed object or surface within reach. choose which dice is used.
Concentration - You can maintain the effect for an additional Tremblor – Tier 2
round by spending 2 Focus points at the end of your turn.
An unwilling creature must repeat the saving throw at the Cost – 4 Focus
beginning of their next turn. Casting Time – 1 Action
At higher levels – At Tier 3 you can spend an additional 4 Duration – 1 Round
Focus to apply the effect to the area covered by your range. Effect – The area within your Discipline range becomes
Concentration costs 4 Focus. difficult terrain.
Concentration - You can maintain the effect for an additional
Fly – Tier 3 round by spending 2 Focus points at the end of your turn.
Cost – 8 Focus Gravity Hammer – Tier 3
Casting Time – 1 Action
Duration – 1 Round Cost – 8 Focus
Effect – You give a creature or object a flying speed of 20ft. Casting Time – 1 Action
You control the movement during your turn. An unwilling Duration – Instantaneous
creature that succeeds on a Constitution saving throw is Effect – Reverses gravity on a creature or in a 5ft cube,
unaffected. Flying creatures automatically succeed on the pulling the target 15ft above ground and then slamming it
saving throw. back into the ground, knocking it prone and dealing 4d8
Concentration - You can maintain the effect for an additional bludgeoning damage, or half as much on a successful
round by spending 4 Focus points at the end of your turn. Dexterity save, and it is not knocked prone. Creatures
An unwilling creature must repeat the saving throw at the Huge or larger automatically succeed the saving throw. If
beginning of their next turn. A creature which succeeds on the creature fails the save and hits a solid object (like a
the saving throw while more than 10ft above the ground ceiling) on the way up, it takes an additional 1d6
descends at rate of 60ft per round and lands safely on its bludgeoning damage.
feet. At higher levels – At Tier 4 you can spend an additional 4
At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the area covered by your
Focus to apply the effect to the area covered by your range. disciplines’ range or to double the damage if a single
Concentration costs 6 Focus. creature was targeted.
Manipulate Gravity Redirect Gravity
These disciplines involve manipulating gravity dynamically, These disciplines shift natural gravity from vertical to
causing it to fluctuate chaotically, finessing it deliberately, or horizontal.
powerfully and quickly alternating its direction.
Push/Pull - Tier 1
Brace – Tier 1 Cost – 2 Focus
Cost – 1 Focus Casting Time – 1 Action
Casting Time – 1 Reaction, which you take when you or a Duration – Instantaneous
creature within range makes an Athletics or Acrobatics Effect – Redirect gravity in a 5ft wide line the length of your
check range. Creatures and objects within the line are pulled
Duration – Instantaneous toward you, or pushed away from you (your choice) by 10ft.
Effect – The target can roll an additional d20. You can choose A creature which succeeds on a Strength saving throw is
to use Brace after the die has been rolled, but before the unaffected. Creatures Huge or larger automatically succeed
outcome is determined. The target can choose which of the the save. If pulled towards you, creatures and objects stop
dice is used. 5ft away from you.
Concentration – You can maintain the effect for an additional
round by spending 1 Focus point at the end of your turn.
At higher levels – At Tier 2 you can spend an additional 2
Focus to apply the effect to the entire area covered by your
disciplines’ range. Concentration costs 2 Focus.
Throw/Yank – Tier 3 Singularity – Tier 4
Cost – 8 Focus Cost – 16 Focus
Casting Time – 1 Action Casting Time – 1 Action
Duration – Instantaneous Duration – 1 Round
Effect – Redirect and amplify gravity in a 5ft wide line the Effect – Gravity is amplified and concentrated in a point you
length of your range. Creatures and objects within the line can see within range. Until the discipline ends, the area
are pulled toward you, or pushed away from you (your within 30ft of the point (but still within your range) is
choice) by 30ft and take 2d8 force damage. A creature difficult terrain, and any creature that starts its turn there
which succeeds on a Strength saving throw is moved only must succeed on a Strength saving throw be pulled 15 feet
15ft and takes half damage. Creatures Huge or larger toward the center. Once per round, creatures that reach the
automatically succeed the save. If pulled towards you, center point take 8d8 force damage.
creatures and objects stop 5ft away from you. Concentration - You can maintain the effect for an additional
At higher levels – At Tier 4 you can spend an additional 4 round by spending 8 Focus points at the end of your turn.
Focus to apply the effect to the area covered by your
disciplines’ range.
Reverse Gravity
These disciplines reverse gravity.
Reverse Gravity – Tier 3
Cost – 8 Focus
Casting Time – 1 Action
Duration – 1 Round
Effect – Reverse gravity in a 5ft-radius cylinder to a height
within your discipline range. All creatures and objects that
aren’t somehow 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 strike it just as they would
during a normal downward fall. 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.
Concentration - You can maintain the effect for an additional
round by spending 4 Focus points at the end of your turn.
At higher levels – At Tier 4 you can spend an additional 4
Focus to apply the effect to the area covered by your
disciplines’ range. Concentration costs 6 Focus.
Implosive Gravity
These disciplines involve creating a tiny area of intense
gravity to tug everything around it inwards.
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. A creature 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 4 Focus
to increase the damage by 2d6. At Tier 4 you can spend
another additional 4 Focus to increase the damage by
another 2d6, to a maximum of 8d6 force damage.

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