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Tera's

Tera's Travels
Travels
At the Peaks of Gravity
Tera's Travels
Tera is a cartographer that travels the world mapping unique Preface ..........................................................................................1
locations that might otherwise go unknown. Through her Tera's Travels ...................................................................................1
travels she regularly finds peoples, creatures, and magic not Credits ..............................................................................................1
yet recorded by others. Today she has decided to chronicle Fan Content Policy ........................................................................1
some of the finding from her most recent travel, the mountain
range known as the Peaks of Gravity. Races ............................................................................................... 2
Thrush ..............................................................................................2
"The Peaks of Gravity mountain range juts out of the earth as Subclasses ..................................................................................3
if created by no physical phenomenon. The mountaintops are
sharp peaks that can be seen for miles, yet intense Druid ................................................................................................ 3
gravitational energy prevents all but a few from scaling them. Fighter ..............................................................................................4
Some believe that centuries ago powerful gravitational waves Monk .................................................................................................5
passed through the area and altered its natural behavior, Sorcerer ...........................................................................................6
creating the mountain range and leaving long lasting magical Wizard ..............................................................................................7
energy. Others more closely connected to the earth say it is Additional Character Options ...........................8
much more natural, and simply the forces of nature Backgrounds ...................................................................................8
manifesting themselves. Feats ................................................................................................. 8
Whatever the case, there are many distinct qualities within Peaks of Gravity Overview ...................................... 9
this mountain range and the peoples that call it home." -- Tera Locations of Interest ..................................................................... 9
Summit Village of Rigi ............................................................... 10
Figures of Interest .......................................................................11
Adventure Hooks .........................................................................11
Credits Battle Map .................................................................................... 12
Monsters .................................................................................. 13
Created by: lnxSinon Gravitational Elemental .............................................................13
Feedback from: Discord of Many Things, r/UnearthedArcana Gravity Dragon .............................................................................14
Art: Magnet Golem ............................................................................. 15
Hazmi Thariq..........Cover Mountain Giant ............................................................................15
Mihaela Gruber.......pg 3 Summit Goblins .......................................................................... 16
Hazmi Thariq..........pg 5
Printable RPG........pg 12 Magic Items ............................................................................17
All art was commissioned directly for this compendium. Spells ............................................................................................18
Gravitational Spell List .............................................................. 18
Gravitational Spell Descriptions ..............................................18

Fan Content Policy


Tera's Travels: At the Peaks of Gravity is unofficial Fan Content
permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast.
©Wizards of the Coast LLC

1
Races
Glide. You can use your action extend your wings and gain
Thrush a flying speed equal to your walking speed until the end of
Thrush, otherwise known as summit aarakocra, are be bird- your turn. At the end of your turn, you fall if you are still aloft,
like humanoids with large wingspans of flowing feathers with unless you can stop the fall.
taloned claws at the ends. They are majestic brightly colored When you fall and you are conscious, you take no falling
and feathered creatures that are proud to be what they are. damage and do not land prone due to the fall.
Traditionally they life high up in the mountains and create Keen Senses. You have proficiency in the Perception skill.
cities of nests spiraling up summit peaks. Languages. You can speak, read, and write Common,
Aarakocra, and Auran.
Distant Cousins Darkvision. You can see in dim light within 60 feet of you
The ancestors of the thrush, known commonly as birdfolk, as if it were bright light, and in darkness as if it were dim light.
have various origins across different worlds. In some, they You can't discern color in darkness, only shades of gray.
came from the Elemental Plane of Air, in others they were
born of more natural ways. Regardless of their origin, divides
among the ancient birdfolk gave birth to both the thrush and "Thrush are a kind and curious bunch. You'll see many young
aarakocra species, each having their own unique thrush diving from high ridges and gliding down through the
characteristics and cultures. This divide is due to mainly air, even diving into lakes or ponds for personal fishing. They
thrush living for generations in their own mountaintop are one of the only humanoid races I found that seems to be
societies isolated from other humanoids. native to the Peaks of Gravity, though they have migrated out
and can be found living almost anywhere in the world."
Mountainous Origins -- Tera
Thrush have lived for generations only high up in
mountainous regions. Living in this harsh environment for
generations with only open air around the peaks has altered
thrush to have no need for long distance flying, only short
bursts to get from peak to peak and glide through the
mountainous terrain. Their arms and wings are not separate
appendages, but one in the same, with clawed hands at the
end.
Thrush Names
Thrush share the same language and naming culture as
aarakocra. Their names include clicks, trills, and whistles.
Typically, a name has two to four syllables with the sounds
acting as connectors. When interacting with other races, they
may use nicknames gained from people they meet or
shortened forms of their full names.
Thrush Names: Aera, Aial, Aur, Deekek, Ekkar, Errk, Heehk,
Ikki, Irek, Kleeccahk, Oorr, Qi, Ouss, Quaf, Quierk, Rhekirk,
Salleek, Sarc, Urreek, Zeed
Thrush Traits
Certain traits are shared in common with all Thrush.
Ability Score Increase. Your Dexterity score increases by
2, and your Wisdom score increases by 1.
Age. Thrush reach maturity by age 3, and can easily live up
to 60 years.
Alignment. Most thrush are good, and lean towards a lawful
nature. They usually enjoy freedom, and moving, but still
uphold laws over chaos.
Size. Thrush grow to just above 5 feet tall at maturity. They
have thin bodies, but can look much larger behind their
feathers. Thrush that neglect flying can become heavier. Your
size is Medium.
Speed. Your base walking speed is 30 feet.

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Subclasses
These benefits last for 10 minutes, until you are
Druid incapacitated, or until you use your Wild Shape again.
At 2nd level, a druids gains the Druid Circle feature. The Limitless
Circle of Gravitation is an additional option available for a
druid to choose. Beginning at 6th level, the additional distance you can move a
creature with your Well of Gravity feature increases to 10 feet.
Circle of Gravitation In addition, when you use it to move a willing creature, you
can do so without expending a use of it, even if you have no
Druids of the Circle of Gravitation seek to protect not just uses remaining.
nature, but the very forces of nature that they draw their
power from. They hone their druidic magic focusing in on Elevate
manipulation of gravitational forces, being able to alter it Starting at 10th level, when you deal force damage to a
within creatures and the world. creature with your Well of Gravity feature, you can roll an
When druids of this circle gather, it is at places of great additional 1d6 and add it to the result.
influence over nature's forces. This can range from an area In addition, while your Internal Pull feature is active, your
heavily saturated with magical energy, to naturally prominent speed increases by 5 feet, your flying speed has no restriction
areas such as fault lines, mountain ranges, or even magnetic on the distance you can fly above the ground, and you no
poles of the planet. longer have to use your reaction to give weapon attacks
against you disadvantage if you can see the attacker.
Gravity Spells
At 2nd level, your connection to natural forces of the world Profundity
allows you facility with unique spells. Spells that appear on At 14th level, you gain full capacity with gravitational spells.
the gravitational spell list that don't appear on the druid spell You can cast a spell of 1st level or higher that appears on the
list are added to the druid spell list for you, and you learn one gravitation spell list without expending a spell slot, even if you
cantrip of your choice from the gravitational spell list. don't have that spell prepared. To be eligible, the spell must be
In addition, when you prepare spells at the end of a long of 5th level or lower. When you cast a spell this way, it is cast
rest, you can prepare one additional spell that must appear on as if you used a 5th level spell slot to cast it.
the gravitational spell list. The number of additional spells you Once you cast a spell this way, you can't do so again until
can prepare this way increases to 2 at 6th level, and 3 at 10th you finish a long rest.
level.
Well of Gravity
Starting at 2nd level, you can alter the gravity of creatures
affected by your magic. Once per turn, when one of your spells
or abilities causes a creature to be moved, you can cause that
creature to be moved up to an additional 5 feet in the same
direction. When you move a creature this way, you can also
choose to deal 1d6 force damage to it.
You can use this ability a number of times equal to 2 + you
Wisdom modifier (minimum of once). You regain all expended
uses when you finish a long rest.
Internal Pull
Finally starting at 2nd level, as an action, you can expend a
use of your Wild Shape feature to gain complete control of
gravity around you, immediately pushing creatures of your
choice within 10 feet of you up to 5 feet away from you. While
this feature is active, you gain the following benefits:
When an attack is made against you, you can use your
reaction to give the attack disadvantage, as you weigh it
down with gravity.
When you use your Well of Gravity feature, you can either
double the additional distance the creature is moved, or
double the force damage it deals to the creature.
You have a flying speed equal to your walking speed, but
can't use it to fly more than 5 feet above the ground.
As a reaction to being moved against your will, you can
choose to not be moved instead.

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Light Swing
Fighter Starting at 15th level, once per turn, when you take the Attack
At 3rd level, a fighter gains the Martial Archetype feature. The action and hit a single creature with two weapon attacks as
Gravity Knight is an additional option available for a fighter to part of that action, you can make an additional weapon attack
choose. as part of the same action.
Gravity Knight Force of Gravity
Starting at 18th level, your blows drop crushing weight onto
Giant celestial bodies spiral throughout the multiverse. When your foes. When you take the attack action, you can choose to
two of these bodies come within close proximity, they begin to imbue your attacks with extra forces of gravity. If you do so,
orbit one another due to gravitational energy. There is weapon attacks you make as part of that action deal an
immense gravitational energy between them that can cause additional 1d10 force damage and reduce the target's
tides and even be used magically. Gravity knights are able to movement speed by 5 feet until the end of its next turn.
tap into this energy and harness a small bit of it to alter gravity Once you use this feature, you can't do so again until you
around them. finish a long rest.
Celestial Exploit
Starting when you choose this archetype at 3rd level, you are
able to harness and alter the gravitational energy of celestial "Fighters I met that call themselves gravity knights are strong,
masses orbiting your planet to preform celestial exploits. To wise, and confident in their execution. Though not completely
use an exploit, you must use your bonus action and choose spell casters, they have capacity with light gravitational magic
one of the following abilities to preform. and use it uniquely in conjunction with their martial tactics."
Crushing Strike. You bolster the gravitational force of -- Tera
your blows. The next time you take the Attack action this
turn, you gain a bonus 1d6 to weapon attack rolls you
make as part of that action. This die changes to 1d8 at
10th level and 1d10 at 18th level.
Gravitational Block. You wrap a small piece of
gravitational energy around yourself in hopes to weigh
down oncoming attacks. Roll 1d6, until the start of your
next turn, you gain a bonus to your AC equal to the number
rolled. This die changes to 1d8 at 10th level and 1d10 at
18th level.
Light Footing. You lighten your own gravitation pull. Until
the start of your next turn, you gain a 20 foot bonus to your
speed and have advantage on Strength and Dexterity
saving throws. The bonus to your movement speed
increases to 30 feet at 10th level and 40 feet at 18th level.
You can use this feature two times. You regain all expended
uses of it when you finish a short or long rest. Starting at 7th
level, you can use it three times between rests
Lower
Also at 3rd level, you can cast the feather fall spell once
without providing material components. You regain the ability
to do so again after you finish a long rest. Wisdom is your
spellcasting ability for this spell.
Lift
Beginning at 7th level, your connection to gravitational forces
takes some weight off your shoulders. You count as one size
larger when determining your carrying capacity and the
weight you can push, drag, or lift.
Passive Exploit
Starting at 10th level, when you roll initiative and have no uses
of Celestial Exploit remaining, you regain 1 use.

4
Monk
At 3rd level, a monk gains the Monastic Tradition feature. The
Way of Gravitation is an additional option available for a monk
to choose.
Way of Gravitation
Monks of the Way of Gravitation harness the very power of
gravity. They have meditated on this natural force to be able to
tap their ki into it and alter gravitation around them. They
often see gravity not only as a force of nature, but as an
extension of their arts.
Gravitational Punches
Starting when you choose this tradition at 3rd level, your
blows are so heavy that they reform gravity around them. You
gain the following benefits to your Flurry of Blows.
Whenever hit two different creatures with the unarmed
strikes granted by your Flurry of Blows, you can create a
gravitational pull between the two creatures. Until the end
of your next turn, the creatures can't willingly move while
more than 20 feet away from each other, unless they are
moving closer together.
Whenever you hit the same creature with both of the
unarmed strikes granted by your Flurry of Blows, you can
create a vortex of high gravity within it, halving its speed
until the end of your next turn.
Light as a Feather
Also at 3rd level, you gain the ability to reduce your own
gravity. When you're prone, you can stand up by spending 5
feet of movement, rather than half your speed.
Fluctuate
At 6th level, you gain the following abilities.
Catch. You can spend 1 ki point to cast feather fall without
providing material components.
Heavy Stance. As a reaction to being forcibly moved, you
can increase your gravity and not be moved instead.
Low Gravity
Beginning at 11th level, when you use your Step of the Wind
feature, you gain a flying speed equal to your walking speed
until the end of your turn.
In addition, when you affect a creature with your
Gravitational Punches feature, it takes force damage equal to
your Martial Arts die.
Plummet
Beginning at 17th level, once per turn, when you hit a creature
with an unarmed strike, you can spend 3 ki points to attempt
to change the creature's gravitational pull. The creature's
gravity is changed and it begins to fall in any direction of your
choice. The creature must make a Strength saving throw
against your Ki save DC. On a failed save, the creature falls up
to 60 feet in the chosen direction. On a successful save, it falls
up to 30 feet in the chosen direction. In either case, if a solid
object is encountered in this fall, the creature strikes it just as
it would during a normal downward fall. The creature's gravity
returns to normal after the fall or after it collides with
anything.

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Heavy Crush
Sorcerer Starting at 18th level, you can force heavy gravity upon your
At 1st level, a sorcerer gains the sorcerous origin feature. The enemies. As an action, you can spend 5 sorcery points to
Gravitational Origin is an additional option available for a create extreme heavy gravity around any number of creatures
sorcerer to choose. of your choice within 60 feet of you. Each chosen creature
must make a Constitution saving throw against your spell save
Gravitational Origin DC. A creature that fails its saving throw is knocked prone,
takes 2d10 force damage, and until the start of your next turn
Some are born with innate power of forces of gravity. This has a flying speed of 0, and has disadvantage on Strength and
could be due to the location of birth, being in contact with Dexterity saving throws and on all attacks. A creature that
powerful gravitational waves, or other powerful force of succeeds its saving throw takes half as much damage and
nature. Whatever the case, sorcerers of this origin inherently suffers no other effects.
command the force of gravity and bend it to their will.
Innate Spells
Starting when you choose this origin at 1st level, you have a "I did not meet may sorcerers that have such great facility
knack for gravitational magic. Spells that appear on the with gravitational magic. But the ones that I did demonstrated
gravitational spell list that don't appear on the sorcerer spell great control over the force of nature, bending it around them,
list are added to the sorcerer spell list for you. controlling other's, and casting spells other innate casters
In addition, you learn one 1st level spell of your choice that could only dream about."
appears on the gravitational spell list. This spell doesn't count -- Tera
against your number of spells known. You learn an additional
spell of 1st level or higher of your choice that appears on the
gravitational spell list at 3rd level, and again at 5th, 7th and
9th level. These spells don't count against your number of
spells known.
Raise/Lower
Also starting at 1st level, you can instinctively alter gravity
around yourself. As a bonus action on your turn, you can lower
or raise your gravity, gaining one the following benefits.
Lower. You gain a flying speed equal to half your walking
speed until the end of your turn. If you already have a flying
speed, you instead gain a bonus to your flying speed equal to
half your walking speed until the end of your turn.
Raise. The next time you make a Strength or Dexterity
saving throw before the start of your next turn, you can roll
1d6 and add it to the result.
You can use this ability a number of times equal to 1 + your
Charisma modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Pull Your Weight
Beginning at 6th level, as a reaction to a creature being moved
by one of your spells, you can spend 1 sorcery point to fly up
to your speed directly towards that creature without
provoking opportunity attacks.
In addition, when you use your Raise/Lower feature, you
can spend up to 3 sorcery points. For each sorcery point you
spend this way, you can grant the same benefit to another
creature you can see until the end of its next turn.
Gravity Field
At 14th level, you learn to create protective fields of gravity
around yourself. Whenever you finish a short or long rest, you
gain temporary hit points equal to your sorcerer level. While
you have these hit points, you have a 10 foot flying speed.

6
"In my traveling of the Peaks of Gravity, I met a few students
Wizard of magic focusing their studies on gravitational forces. Their
At 2nd level, a wizard gains the arcane tradition feature. The dedication to the craft allows them access to magic normally
School of Gravity is an additional option available for a wizard only available to those more naturally connected to the forces
to choose. of nature."
-- Tera

School of Gravity
These wizards are dedicated to the study of gravitational
magic. This magic is focused on battlefield control and
manipulation of the movement of others. Though it doesn't
come through ritual or meditation as it does to most, they
wield gravitational magic with as much force as any other. To
them, it is a unique force of the universe to tap into and
understand.
Gravity Savant
When you choose this arcane tradition at 2nd level, spells that
appear on the gravitational spell list that don't appear on the
wizard spell list are added to the wizard spell list for you, and
you learn one cantrip of your choice from the gravitational
spell list. This cantrip doesn't count against your number of
cantrips known.
In addition, the gold and time you must spend to copy a
spell that appears on the gravitational spell list into your
spellbook is halved.
Control
Beginning at 2nd level, you have learned to control objects
internal gravity. As an action, you can touch an object and
either double its weight, or halve its weight. The object's
weight remains altered for 8 hours. You can have a number of
objects altered this way up to your Intelligence modifier
(minimum of 1). If you try alter an object while you already
have your maximum number altered, one of the object's of
your choice returns to its normal weight.
You can also alter the weight of creatures. As an action, you
can touch a creature and either double its speed, or halve its
speed until the end of its next turn. Once you affect a creature
this way, you can't do so again until you finish a short or long
rest.
Unrestricted Weight
At 6th level, you add the fly spell to your spellbook if it is not
there already. If it is already in your spellbook, you can instead
add a wizard spell of your choice of 1st, 2nd, or 3rd level to
your spellbook. When you cast fly you can target 1 additional
creature.
Boost of Gravity
Beginning at 10th level, when you cast a spell that appears on
the gravitational spell list using a spell slot, you can cast it one
level higher than the spell slot expended. You can do so a
number of times equal to your Intelligence modifier
(minimum of once), and regain all uses when you finish a long
rest.
Double Target
Starting at 14th level you have mastered the local
manipulation of gravity. When you cast a spell that appears on
the gravitational spell list that targets at least 1 creature, you
can target 1 additional valid creature within range. Once you
use this ability, you can't do so again until you finish a long
rest.
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Aditional Character Options
d8 Thrill of the Hill
Backgrounds Being above the clouds is the only real way to connect
1
Those from the Peaks of Gravity can have any sort of with nature.
background, though the following background is available for Looking down at the world makes me realize how small
those that have a more personal connection to the location. 2
I really am.
Peaks of Gravity Local 3 I love the chill of cold mountain air.
The Peaks of Gravity are home to the small summit town of 4 The immediate danger of falling is the thrill I love.
Rigi as well as scattered travelers and vagabonds. You are of The accomplishment of climbing to a summit drives
them, either growing up in Rigi, or moving to the Peaks of 5
me to keep moving.
Gravity later in life. Due to your extended time in the region,
you have become accustomed to life here and gained specific 6
I prefer to stay out of societies way and in unexplored
abilities. terrain.
I climb to search for lost treasure and undiscovered
Skill Proficiencies: Arcana, Survival 7
secrets.
Languages: One of your choice
Equipment: Navigator's tools, a backpack, 2 torches, and a 8
Jumping from great heights is the payoff for a hard
pouch containing 15 gp climb.

Life in the Peaks


What brought you to the Peaks of Gravity? You can work with
your GM to determine the exact characteristics of your life
within the mountain range, or roll on the table below.
Feats
Some GMs allow the use of feats. This section introduces two
d8 Life in the Peaks new feats available to express your character options if you
1 I was born and raised in Rigi.
are using the option rule.
2
I cam here on a pilgrimage and decided to stay, living in Gravitational Spell Adept
the mountains.
You learn one cantrip of your choice from the Gravitational
3 I was lost as a child within the range. spell list.
I choose to live in a place of immense natural magical In addition, choose 2 1st-level spells from the Gravitational
4
energy. spell list.
You can cast one of the chosen spells once, and you must
5 I feel pulled to the location and feel safest here. finish a long rest before you can cast either in this way again.
6 I moved to Rigi. The level at which it is cast is equal to your level divided by 6
7 I stay here to study the magic of the location.
(rounded up).
Your spellcasting ability for these spells is either Charisma,
8
Living in the mountains allows me to stay away from Wisdom, or Intelligence (your choice).
those I don't want to see.
Mountaineer
Feature: Known Direction You have mastered the art of mountaineering and climbing.
You are used to travel through harsh terrain. While in a place
where north exists, you always know the direction of north. Increase your Strength score by 1, to a maximum of 20.
You have a climbing speed equal to your walking speed.
Suggested Characteristics You have advantage on ability checks and saving throws to
Thrill of the Hill avoid falling or being knocked prone.
Those that spend so much time in the mountains often find You ignore the first 30 feet of a fall when determining
enjoyment from some aspect of it. Pick one or two reasons, or falling damage.
roll on the table below.

8
Peaks of Gravity Overview
Locations of Interest A heavy force of gravity pushes down on you as you step out of
the cave and onto the foothills of the peaks of gravity. A small
"The Peaks of Gravity is one of the largest most unique places dirt path begins in front and slowly winds between the base of
I have mapped yet. The main trails that path through the dozens of harsh massive mountains. No vegetation can be
lower region are somewhat well known, as travelers and seen, save for small patches of dry grass and moss.
traders use them to avoid traveling around the entire range.
Even then it can prove to be dangerous for the unprepared
though, and it only gets more hazardous the higher you go. Throughout the path, there can often be points of interest on
I know of only one civilized town accross the entire peaks of the side of the bordering mountains, such as a bird's nest or
gravity, the summit village of Rigi. discarded grappling hook stuck in rock. A creature attempting
I have chronicled some main points of interest and common to climb the side of the a mountain here must succeed on a
encounters below." -- Tera
DC 15 Athletic check at the start of each of its turns, or be
unable to climb until the start of its next turn. If it fails the
High Altitude Conditions saving throw by 5 or more, it also falls up to 20 feet down.
The Peaks of Gravity experiences constant gravitational Most signs or postings don't last here due to the harsh
energy that saturates the entire region. This well of energy conditions, but there is one large bronze statue of a humanoid
has unique magical properties and makes travel much more pointing upwards and to the north at the half way point
difficult. between the west and east side of the mountain range. About
The following conditions are present at heights of at least 100 feet off the path there is a steep cliffside hill with
that noted in the Hight column. noticeable footholds that follows the direction the statue is
pointing. This is the beginning of the path to Rigi, and the
Hight Condition beginning of the real dangers faced along the way.
While traveling at a fast pace, a creature treats every
500 hour of travel as if it were 2 hours of travel for the First Hill to Rigi
ft. purposes of determining exhaustion, as detailed by The hillside is 80 feet high, at almost a 90 degree angle, and
the Travel Pace rule. only climbable to a width of 40 feet. A creature climbing the
1000 A creature's carrying capacity is reduced to 10 times
path must make a DC 15 Athletic check each turn it attempts
ft. its Strength score. to climb higher. On a success, it moves at its climb speed for
the turn. On a failure, a creature moves at only half its
2000
Magical flying speed is halved. possible climb speed for the turn. If the creature fails by 5 or
ft. more, it loses all its movement for the turn and falls up to 10
feet down.
The Crooked Cove The DC for climbing the path can change depending on the
The crooked cove is the nickname for the entranceway to the current conditions of the mountain. It can fluctuate from as
main trail from the west. It is formed by the naturally low as 10 all the way up to 20.
occurring junction between the base of two mountains that It is not uncommon for goblins or bandits to set ambushes
meet about 30 feet above the ground, creating a cave-like path at the top of the hill. In such an encounter, the ambushers can
between and under the mountains. utilize grappling hooks, ranged weapons, and the element of
Almost immediately the path begins to take quick sharp surprise to get the upper hand.
turns and a steep upward incline, until reaching the outside
trail after about half a mile. This path is relatively safe, though The Wide Range
goblins and other creatures sometimes plant ambushes, According to locals living in Rigi, everything between the first
praying on travels that can't rely on darkvision to see. hill to Rigi and the town itself is know as the wide range. It is
almost exclusively traversed by monsters, bandits, confident
A wide entrance leads into a steep cave-like tunnel that snakes travelers, and adventurers. On occasion there are those
and turns beneath the mountains. Rigid natural walls and studying or otherwise connecting to the gravitational energy
ceiling drip with light condensation. No light penetrates more that can be found living or passing through the wide range.
than a few yards into the tunnel. The wide range encompasses dozens of mountains with
summits ranging from just over 9,000 feet to well over 20,000.
The highest peak, and location of Rigi, stands 24,042 feet
Heavy Foothills above the ground. There is not one clear safest path to Rigi,
The crooked cove emerges out about half a mile in and 500 and getting there relies on survival and always pressing
feet up into the range to the main trail known as the heavy towards the highest points. A party traveling at a normal pace
foothills. There is a somewhat traveled dirt path wide enough can expect to spend several days traveling the mountains
for a single small cart or carriage. before reaching Rigi.
A DC 12 perception check will reveal that there are no
footprints or cart tracks, and any footprint left in the dirt is
quickly flattened out as gravity presses the loose earth down.

9
Broken Valley The open market sits in the center of town. It houses a
Several large mountains meet to form what looks like a valley general store, as well as many permanent street vendors that
of dirt and sand surrounded by rocky mountain peaks only 20- sell and trade a vast array of produce, fish, woodworking, and
60 feet above. This is a known spot for intelligent creatures, hired workers.
such as gravity dragons, to lurk and attack resting travelers. Patrice's Potions
Crest of Stone Patrice's Potions is a small old wooden building that sits off
One mountain within the wide range stands out with a the side of the open market. Its door and wooden floors creak
completely flat rocky summit. The mountain is filled with a when used. The owner, Patrice, is a bright blue and red
maze of tunnels mined out by adventures seeking to create a Thrush woman that lives in a small room in the back filled
safe home within the peaks. Over time the tunnels were taken with collected branches and trinkets making a large nest.
over by bandits and those with ill intentions looking for hiding. Patrice crafts her own potions and sells them at a markup to
The tunnels slowly path upwards, but are now littered with the normal price, even to locals, and even more so to
traps and dead ends that can lock you in behind bars. The outsiders. Her supplies are limited, but she always has a few
bandits here are quick to make a deal to let prisoners go in health potions unless adventurers have recently passed
exchange for items and gold. They don't rush to attack unless through.
provoked. Though they do have at least one mage who Ol'Dingers
specializes in gravitational magic and will not hesitate to use Ol'Dinners is a local bar built of heavy stone and brick. On the
it against a threat. inside it is painted with bright colors and is run by a middle
If one manages to fight, sneak, or persuade their way aged human man that calls himself Ol'Dinger. He has a bell
through the tunnels, they eventually lead out to the top of the hanging behind the bar that he rings loudly whenever a drink
rocky mountain. This flat summit serves as a great lookout is ordered. The more that is ordered, the more excited he gets,
across the wind range, and a great jumping off point for and the louder he rings the bell. He calls the local drink a
anyone with access to a fly or similar spell. dinger that he tries to sell to all customers if they haven't tried
it.
Summit Village of Rigi Ono Heavy Bathhouse
Rigi is a modist sized village at the highest peak within the The Ono Heavy Bathhouse is located on the other side of
Peaks of Gravity. It is home to many different peoples and town from the summit lake. The water used in the baths is
races that have found themselves there. Because of its collected from local rainwater, and it feels heavier than
secluded location, Rigi has its own cultural society and means normal water, providing a relaxing experience.
of thriving. Yet they still use gold for trading as travelers often
pass through. Trinkets and Travelers
Trinkets and Travels is a small street vendor that sells random
Overview trinkets and items that have been traded or found from
All the buildings here are flat one story structures, as the travels. Most everything is mundane and overpriced, but on
immense gravity would topple tall structures without extreme rare occasion there are common magical items mixed with
fortification. The earth is also flat covered in sandy dirt the trinkets.
throughout the village with heavy cobblestone pressed in
creating simple walkways. There are very few carts and no Guard House
beasts of burden regularly used. If such a creature is brought The Guard House is the main law enforcement building and it
here by magical means, it is a sight that is taken notice of. houses the local jail. It is run by Constable Gerbis Shprunk, a
There are set locations of vegetation within Rigi that are large red dragonborn male. He refers to the guard house as
fueled by a crystal of plant growth. The crystal is located in the guard tower, even though it is only one story and has no
the the main government building of Rigi and is a sacred real view of the village that any other building doesn't.
object to the people of the village. It is only brought out once a Government Building
year at the harvest festival to initiate the plant growth for the
next year. Such magical means are necessary to grow enough The government building is the largest building in the village.
food for the entire city. Mayor Legisto Memloc lives there. It is also the location of the
A large clear summit lake sits outside the village with only transportation circle in Rigi, and holds the villages sacred
abundant fish, though public fishing is strictly prohibited, as crystal of plant growth.
the fish population is curated to survive and feed the village. Summit Lake
The general population believe there is no permanent for of A large clear summit lake sits outside the village with
magical travel to Rigi, but there is a teleportation circle abundant fish. Public fishing is strictly prohibited, as the fish
located in the government building that only mayor Legisto, population is curated to survive and feed the village. The lake
and Constable Gerbis have access to or knowledge of. is about 100 feet deep at its deepest point.
Locations of Interest Pepper's Inn
Rigi is a only a modest village, but it is home to many unique Pepper's Inn is the only official inn that resides in Rigi. It is
places. modestly priced and has a total of 10 rooms all down one long
hallway.
Open Market

10
Figures of Interest You can roll on the table below for inspiration on adventures
within the Peaks of Gravity.
Mayor Legisto Memloc d6 Adventures within the Peaks
The mayor of Rigi is a non-binary elf named Legisto Memloc.
They are over 300 hundred years old and claim to have always 1 A group of druids need help keeping their peak safe.
lived in Rigi. Often wearing colorful robes that contrast the 2 You find a monk meditating on an isolated peak.
rocky surroundings, they open walk through town and life in
the government building. Above all else, Legisto seeks to keep 3 Your party is ambushed by mountain bandits.
Rigi safe and prosperous. They will always act in whatever You decide to trail a gravity dragon flying between
way they think is best for the village as a whole. 4
peaks.
Legisto is not a magic user them self, but does walk with a 5 You find lost explorers that need help to Rigi.
staff of gravity, and hides a wand of weightlessness in their
robs. 6 You are attacked by a gravity elemental.
They will only hire adventures that have already proven
themselves to be of aide to the village. You can use the following table for quests that could come
up in the village of Rigi
Constable Gerbis Shprunk
Constable Grebis Shprunk is the leader of the guard force of d8 Village of Rigi Quests
Rigi. He is a large red dragonborn male who wears heavy 1 Guard the perimeter of the village through the night.
weathered armor. He is not modest at all and always ready to
boast about himself or the guard of Rigi. He acts to protect the 2
Seek out bandits that stole from the village and are
village and is not hesitant to resort to violence if needed, staying in the wide range.
though he kill unnecessarily. The locals know that Gerbis Hired by thieves to steal the crystal of plant grown
does have a track record for taking bribes in exchange to look 3
from the village.
the other way for petty crime, but not for things he considers a 4 Find an item lost by a villager in the peaks.
danger.
He is likely to hire adventures he trusts to patrol the village 5 Hired to find gravity dragons hoard.
at night, or to follow up on crimes outside the village 6 A magnet golem has gotten loose in the village.
boundary.
7 Investigate activity on a nearby peak.
Fronica Baler 8 Seek out gravitational spell scrolls.
Everyone in Rigi knows of old Fronica Baler, an elderly
human woman that wanders around town during the day and
lives in a small wooden cottage. Fronica practices druidic
magic with a focus on gravitational spells, though few ever get
to see her preform any magic. She is overly friendly and
always open to share stories of her life and times in the peaks.
Fronica will hire adventures that she has never even met
before. Quests she hires for could include finding magic items
she has heard about in the peaks of gravity, destroying
corrupted creatures, or even planting trees in dangerous
areas.
Adventure Hooks
You can use the following table to inspire a reason for your
party to be traveling through the Peaks of Gravity.
d6 Reason to Travel the Peaks
1 Person investigation into the magic of the area.
2 A merchant hired you to deliver goods to Rigi.
3 An alchemist needs the blood of a gravity dragon.
4 A quest for esoteric knowledge.
5 You have a party member who grew up in Rigi.
6 The pride of finding Rigi on your own.

11
Battle Map
"Through the wide range and heavy foothills there is no
shortage of dangerous locations, rocky thin paths, and side
peaks with supposed treasures.
Below I have included a detailed map of a location that is
just one example of the types of terrain you will find in the
Peaks of Gravity. Encountering a gravity dragon perched on
these slopes, or large group of mountain bandits would be
especially dangerous." -- Tera
Each square in the map below is 5 feet wide, and each slope is
roughly 5-10 feet high at a steep incline.

12
Creatures
"Many new and unique creatures lurk throughout the Peaks of
Gravity. Some of the most interesting creatures are listed Gravitational Elemental
here." -- Tera
Large elemental, neutral
Gravitational Elemental
Gravitational Elementals are the physical embodiment of pure Armor Class 15
magical gravity. They resemble a flickering cloud of brown Hit Points 102 (12d10+36)
colored electricity. Unlike other elementals, they don't shape Speed 0 ft., fly 90 ft. (hover)
themselves into humanoid forms, or even the form of any
normal creature. They remain a buzzing cloud of gravitational STR DEX CON INT WIS CHA
energy. 12 (+1) 20 (+5) 16 (+3) 6 (-2) 12 (+1) 6 (-2)
Being neutral creatures of nature, they don't normally
attack unless provoked. Not un-often though they will be
captured and used as weapons by nefarious folk. Damage Resistances Bludgeoning, Piercing, and Slashing
From Nonmagical Attacks
Damage Immunities Force, Poison
Gravity Spec Condition Immunities Exhaustion, Grappled, Paralyzed,
A gravity spec is a tiny elemental manifestation of Petrified, Poisoned, Prone, Restrained, Unconscious
gravitational energy. They look like their larger counterparts, Senses blindsight 10 ft., darkvision 60 ft., passive
but have only a fraction of their force. Purveyors of magic Perception 11
often like to capture them in jars and wear them as a sort of Languages Auran
trinket and study item. Challenge 5 (1,800 XP)

Force Form. The elemental can enter a hostile creature's space


and stop there. It can move through a space as narrow as 1
Gravity Spec inch wide without squeezing.

Tiny elemental, neutral Gravity Aura. Whenever a creature starts its turn within 30 feet
of the elemental, it can force that creature to make a DC 13
Armor Class 10 Strength saving throw. On a failed save, the elemental chooses
Hit Points 14 (4d4+4) to either knock the creature prone, or pull it up to 10 feet
Speed 0 ft., fly 10 ft. (hover) towards the elemental. If a creature starts its turn in the
elemental's space, it automatically fails the saving throw.
STR DEX CON INT WIS CHA Unstable Force. Whenever the elemental would take force
5 (-3) 12 (+1) 12 (+1) 6 (-2) 11 (+0) 6 (-2) damage, or it takes at least 20 damage in a single turn, it can
use its reaction to let loose an unstable force. Each other
creature within 30 feet of the elemental must succeed on a DC
Damage Resistances Bludgeoning, Piercing, and Slashing
13 Strength saving throw or take 13 (3d8) force damage. The
From Nonmagical Attacks
elemental can then fly up to half its flying speed. If a creature is
Damage Immunities Force, Poison
in the elemental's space, it automatically fails the saving throw.
Condition Immunities Exhaustion, Grappled, Paralyzed,
Petrified, Poisoned, Prone, Restrained, Unconscious
Senses darkvision 60 ft., passive Perception 10
Actions
Languages Auran Multiattack. The elemental makes two slam attacks
Challenge 1/4 (50 XP)
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Force Form. The elemental can enter a hostile creature's space Hit: 14 (2d8 + 5) force damage.
and stop there. It can move through a space as narrow as 1
Crush (Recharge 4–6). Each creature in the elemental's space
inch wide without squeezing.
must make a DC 13 Strength saving throw. On a failure, a
Pushing Force. When a creature starts its turn in the elementals target takes 13 (3d8) force damage and is knocked prone. If
space, the elemental can force that creature to make a DC 11 the saving throw is successful, the target takes half the
Strength saving throw, being pushed up to 5 feet away from bludgeoning damage and isn't knocked prone.
the elemental on a failed save.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 5 (2d4 + 1) force damage.

13
Gravity Dragon
Adult Gravity Dragon While technically chromatic, gravity dragons are a sandy
Huge dragon, chaotic evil brown color with hard rock-like scales. Wielding the power of
gravitational energy, they can alter gravity with a roar alone.
Armor Class 20 (natural armor) These dragons love treasure, specifically magical items and
Hit Points 225 (18d12+108) locations. They often make their lairs in places of high
Speed 30 ft., fly 120 ft. magical energy. This makes the Peaks of Gravity the perfect
home for them to dwell. They care not for ruling over others
STR DEX CON INT WIS CHA as some of their chromatic counterparts do, but love hunting
23 (+6) 14 (+2) 22 (+6) 14 (+2) 18 (+4) 13 (+1)
and imposing their presence on those weaker than them.
Unlike most other dragons, these large creatures are willing
to bargain and trade for treasures as long as they think they
Saving Throws Str + 11, Dex + 7, Con + 11, Cha +5 are getting the better deal. If caught trying to swindle or trick a
Skills Insight +7, Perception +12, Stealth +7 gravity dragon, you will soon realize its power over the forces
Senses blindsight 60 ft., darkvision 120 ft., passive Perception of natures and why they are named as such.
22
Languages Common, Draconic A Gravity Dragons Liar
Challenge 16 (15,000 XP)
Gravity dragons love areas of highly concentrated magical
energy. Somewhere already saturated in gravitational energy
Legendary Resistance (3/Day). If the dragons fails a saving throw, is perfect for them, though with enough time their presence
it can choose to succeed instead. can alter the natural gravity of a lair anywhere.
Enrage. When the dragon is reduced to half its hit point
Gravity shifts and alters from instant to instant in their liar.
maximum or lower, it immediately regains its gravity breath
The entrance especially will have high gravity that cripples the
and all its legendary actions. Each creature that can see or hear
weak as they enter.
the dragon loses immunity to its Frightful Presence until it
succeeds against it again.
Liar Actions
On initiative count 20 (losing initiative ties), the dragon takes a
Actions lair action to cause one of the following effects; the dragon
can’t use the same effect two rounds in a row:
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws. Each other creature in the lair has its flying speed reduced
to 0 until the next liar action.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. A 20-foot cube of heavy gravity manifests at a point of the
Hit: 17 (2d10 + 6) piercing damage. dragons choosing. Each creature in the cube must succeed
a DC 15 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +11 to hit, reach 15 ft., one Gravity in the lair lowers drastically. Each creature that
target. Hit: 13 (2d6 + 6) slashing damage. doesn't have a flying speed floats up to 15 feet off the
ground until the next liar action. A creature floating this
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
way can propel itself through the air to move as if climbing.
Frightful Presence. Each creature of the dragon's choice that is
within 120 ft. of the dragon and aware of it must succeed on a
DC 17 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of Legendary Actions
each of its turns, ending the effect on itself on a success. If a
The dragon can take 3 legendary actions, choosing from the
creature's saving throw is successful or the effect ends for it,
options below. Only one legendary action option can be used
the creature is immune to the dragon's Frightful Presence for
at a time and only at the end of another creature’s turn. Adult
the next 24 hours.
Blue Dragon regains spent legendary actions at the start of
Gravity Breath (Recharge 5-6). The dragon chooses a point their turn.
within 5 feet of its mouth. A well of gravity bursts out from the Detect. The dragon makes a Wisdom (Perception) check.
point. Each creature within 30 feet of the point must make a Tail Attack. The dragon makes a tail attack.
DC 19 Strength saving throw. A creature that fails its save takes Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
54 (12d8) force damage and is pulled up to 30 feet towards creature within 10 ft. of the dragon must succeed on a DC 20
the point. A creature takes half as much damage and suffers no Dexterity saving throw or take 14 (2d6 + 7) bludgeoning
additional effects on a successful save. damage and be knocked prone. The dragon can then fly up to
half its flying speed.

14
Magnet Golem Mountain Giant
Magnet golems are a rare type of golem made of pure Mountain giant are a race of giants that wander the lower
magnetic metals. regions of the Peaks of Gravity and other mountain ranges.
They are generally considered slightly more civilized than hill
giants, but still not as much as other giants..
Magnet Golem
Large construct, unaligned
Mountain Giant
Armor Class 17 (natural armor) Huge giant, neutral
Hit Points 142 (15d10 + 60)
Speed 30 ft. Armor Class 13 (Natural Armor)
Hit Points 115 (10d12 + 50)
STR DEX CON INT WIS CHA Speed 40 ft., climb 40 ft.

20 (+5) 9 (-1) 18 (+4) 3 (-4) 10 (+0) 1 (-5)


STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 20 (+5) 6 (-2) 10 (+0) 6 (-2)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing,
and Slashing from nonmagical weapons that aren't adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Saving Throws STR + 8, DEX + 2
Paralyzed, Petrified, Poisoned Skills Athletics + 8, Perception + 3
Senses Darkvision 120 Ft., passive Perception 10 Senses passive Perception 13
Languages understands the languages of its creator but can't Languages Giant
speak Challenge 6 (2,300 XP)
Challenge 8 (3,900 XP)
Sure-Footed. The giant has advantage on Strength and Dexterity
Magnetic. All metal objects within 10 feet of the golem that saving throws made against effects that would knock it prone.
aren’t being worn or carried are pulled to it and become stuck
to it. When the golem is hit by a melee weapon attack with a Heavy Presence. The giant can move through the space of any
metal weapon, the attaker must succeed on a DC 18 Strength creature that is size Medium or smaller. If the giant ends its
saving throw or have the weapon become stuck to the golem. turn in another creatures space, that creature is pushed 5 feet
A creature within 5 feet of the golem can use its action to away from the giant and must succeed on a DC 16 Strength
make a DC 18 Strength check to remove one object stuck to saving throw or be knocked prone.
the golem.
Actions
Immutable Form. The golem is immune to any spell or effect
Multiattack. The giant makes two greatclub attacks.
that would alter its form.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Magic Weapons. The golem's weapon attacks are magical.
target. Hit: (3d8 + 5) bludgeoning damage.
Actions Rock. Ranged Weapon Attack: +8 to hit, reach 60/240 ft., one
Multiattack. The golem makes two slam attacks. target. Hit: 21 (3d10 + 5) bludgeoning damage.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 15 (3d8 + 5) bludgeoning damage.

15
Summit Goblins
"Goblins that live on the Peaks of Gravity have established
their own tribes and ways of life to accommodate for the Summit Goblin Captain
mountainous conditions. The locals refer to them as summit Small humanoid (goblinoid), neutral evil
goblins, though they are rarely found at any real summit. They
usually settle in the mid to lower regions of the mountains, as Armor Class 15 (leather armor, shield)
there are more travelers and beasts to hunt at such elevations. Hit Points 27 (5d6 + 10)
As I mapped the lower regions of the mountains, I often found Speed 30 ft., climb 30 ft.
small summit goblin camps in caves and ridges short
distances off from known trails. STR DEX CON INT WIS CHA
These goblin folk seem to have similar nature to goblins
found elsewhere, but when come in contact with, they are 14 (+2) 8 (-1) 14 (+2) 10 (+0) 8 (-1) 8 (-1)
noticeably stronger and heartier. Their ability to climb and
strike from above allows them to set dangerous ambushes and Skills Athletics + 6
hide on cliff sides waiting for unknowing travelers to pass by." Senses Darkvision 60 Ft., passive Perception 9
-- Tera Languages Common, Goblin
Challenge 1 (200 XP)

Climber. The goblin can climb with one hand free, and climbing
Summit Goblin imposes no drawback on its ability to make weapon attacks.
Small humanoid (goblinoid), neutral evil Sure-Footed. The goblin has advantage on saving throws against
effects that would knock it prone, and ignores fall damage from
Armor Class 13 (leather armor) falls of 30 feet or less.
Hit Points 11 (2d6 + 4)
Speed 30 ft., climb 30 ft. Commander. The goblin can use a bonus action to shout out a
command. Each creature of its choice within 30 feet of it that
STR DEX CON INT WIS CHA can hear it can use its reaction to move up to its speed without
provoking opportunity attacks. If the summit goblin captain is
14 (+2) 8 (-1) 14 (+2) 10 (+0) 8 (-1) 8 (-1) below half its hit point maximum, each of these creature can
use its reaction to make one weapon attack.
Skills Athletics + 6
Senses Darkvision 60 Ft., passive Perception 9 Actions
Languages Common, Goblin
Multiattack. The goblin makes two weapon attacks.
Challenge 1/4 (50 XP)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
Climber. The goblin can climb with one hand free, and climbing or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
imposes no drawback on its ability to make weapon attacks. damage.

Rough and Tumble. The summit goblin can make a grapple or Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
shove attack as a bonus action. target. Hit: 5 (1d6 + 2) slashing damage.

Sure-Footed. The goblin has advantage on saving throws against


effects that would knock it prone, and ignores fall damage from
falls of 30 feet or less.

Actions "Though I never came in contact with any, other common


Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
goblinoids and humanoids are known to have summit
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
counterparts. A bugbear or hobgoblin with the climber or
damage.
sure-footed trait is sure to be found if one were to travel
higher through these mountains."
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
-- Tera
target. Hit: 5 (1d6 + 2) slashing damage.

16
Magic Items
This section introduces new magic items related to the Peaks Ring of Orbit
of Gravity. The magic items are presented in alphabetical Requires attunment
order.
As an action, you can rub this ring to activate it and create a
Arm Bands of Force gravitational pull towards you. Each other creature within 30
Wondrous item, uncommon feet of you must succeed a DC 15 Strength saving throw, or be
pulled up to 30 feet directly towards you. Until the start of
While wearing these arm bands, your unarmed attacks deal your next turn, creatures within 30 feet of you can't willingly
force damage instead of the normal bludgeoning. When you move more than 30 feet away from you.
score a critical hit with an unarmed attack against a creature, Once this ring has been activated, it can't be activated again
the target must succeed on a DC 13 Strength saving throw or until the next dawn.
be pushed up to 5 feet away from you, or knocked prone (your
choice). Staff of Gravity
Etherial Grappling Hook
Wondrous item, rare (requires attunement by a spellcaster)
Wondrous item, uncommon This wooden staff weighs only 1 pound, but holds the force of
gravity within in. It can be used as a quarterstaff that deals
As as action while holding this hook, you can choose a point force damage instead of the normal bludgeoning. While
you can see within 30 feet of you. A magical rope connects attuned to this staff you gain the following benefits
from your spot to that point, unless there is something
obstructing the path, such as a wall or creature. The magical Your speed can't be reduced.
rope remains for 1 minute, and this action can't be used while It only takes 5 feet of your movement to stand from prone
it remains. A creature that is touching the magical rope can Once on each turn, when you deal force damage to a
move along it as if it were climbing. creature, you can reroll one of the dice and use either
result of your choice.
Explorers Hat
Wondrous item, common Wand of Weightlessness
Wand, rare
This hat fits perfectly to the wearer's head, and can't be
unwillingly removed from their head. It blows in the wind as if This wand has 4 charges. While holding the wand, you can
about to fall off, but always remains on. spend charges to cast the following spells, 1 charge to cast
feather fall, 2 charges to cast levitate, and 3 charges to cast
Gem of Plant Growth rearrange, with a spell save DC of 15.
Wondrous item, rare (requires attunement) The wand regains 1d4 charges daily at dawn.
This green gemstone glows with magical energy. While Wand of Weight
attuned to it, you can cast plant growth. Once you cast this Wand, rare
spell this way, it can't be cast this way again for 7 days.
This wand has 4 charges. While holding this wand, you can
Gravity Bomb spend charges to cast the following spells, 1 charge to cast
Wondrous item, uncommon intensify gravity, 2 charges to cast root, adn 3 charges to cast
heavy punch, with a spell save DC of 15 and spell attack
This small brown orb feels much heavier than it looks. As an modifier of +7.
action, a creature holding this orb can throw it up to 60 feet. The wand regains 1d4 charges daily at dawn.
The object shatters at the end of this throw, and creatures
within 10 feet of it must succeed on a DC 15 Strength saving
throw, or fall prone
Levitating Chair
Wondrous item, common
While touching this chair, you can speak its command word to
cause it to levitate up to 10 feet in the air. While in the air, a
creature touching this chair can use its action to push or pull
the chair up to 10 feet horizontally. It remains in the air for 1
minute, or until you speaks its command word again.
Light Greatsword
Weapon, common
This greatsword lacks the heavy property, and has the thrown
(10/30) property.
17
Spells
Gravitational Spells List Fling
The gravitational spell list comprises of spells that alter Transmutation cantrip
gravity, magnetism, and siesmic energy. The following spells Classes: bard, druid, sorcerer
make up the gravitational spell list. Spells labeled with a "◮" Casting Time: 1 action
are new spells that can be found below. New spells are Range: 30 feet
ordered by spell level. Components: V, S
Rearrange◮ Duration: 1 round
Cantrips (0 Level)
4th Level You take control of the gravity of an object that is not being
Fling◮ worn or carried you can see within range. You can move the
Magnetize◮ Crushing Sphere◮ object up to 30 feet within range, then you can choose to
Push/Pull◮ Shape Gravity◮ freeze the object's gravity until the start of your next turn.
1st Level 5ht Level
While an object has its gravity frozen this way, it remains still,
and can't be moved by any means except teleportation.
Feather Fall Chasm◮
Gravitational Flux◮ Magnetize
Intensify Gravity◮ 6th Level Evocation cantrip
Jump Low Gravity◮ Classes: bard, warlock, wizard
2nd Level 7th Level Casting Time: 1 action
Levitate Reverse Gravity Range: 60 feet
Root◮ Components: V, S
8th Level Duration: Instantaneous
3rd Level Earthquake You attempt to magnetically pull a metal object, or creature
Fly wearing or carrying metal you can see within range. If the
Heavy Punch◮ 9th Level target is an unwilling creature, it can make a Strength saving
Magnetic Beam◮ Black Hole◮ throw, avoiding the effects of this spell on a success.
Otherwise, the target is pulled a distance of your choosing up

to 10 feet directly towards you.
The distance this spell can pull the target increases by 10
feet when you reach 5th level (20 feet), 11th level (30 feet), and
17th level (40 feet).
Push/Pull
Transmutation cantrip
Classes: cleric, sorcerer, wizard
Casting Time: 1 action
Range: 10 feet
Components: S
Duration: Instantaneous
One creature you can see within range must make a Strength
saving throw, as you manipulate gravity around it. On a failed
save, the target takes 1d6 force damage and is pulled up to 5
feet directly towards you or away from you (your choice).
This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

18
Gravitational Flux Heavy Punch
1st-level transmutation 3rd-level transmutation
Classes: druid, sorcerer, wizard Classes: cleric, sorcerer, warlock
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 5 feet
Components: V, S Components: S
Duration: Instantaneous Duration: Instantaneous
You force a creature you can see within range to make a Make a melee spell attack against a creature within range. On
Strength saving throw. A willing creature can choose to fail a hit, the target takes 4d8 force damage and is pushed up to
this saving throw. On a failed save, the creature has its gravity 10 feet away from you. If the target hits a creature or object
changed to a direction of your choice, and is pulled a distance during this movement, both it and the creature or object it hits
of your choosing up to 10 feet in that direction. Its gravity then take 2d8 bludgeoning damage.
returns to normal. If the creature hits a solid surface, other At Higher Levels. When you cast this spell using a spell
creature, or object of size Medium or larger during this slot of 4th level or higher, the initial force damage increases by
movement, it takes 1d6 bludgeoning damage for every 10 feet 1d8 for each slot level above 3rd.
it was pulled, and falls prone.
At Higher Levels. When you cast this spell using a spell Magnetic Beam
slot of 2nd level or higher, the distance the target can be 3rd-level evocation
pulled increases by 10 feet for each slot level above 1st, up to Classes: cleric, sorcerer, warlock, wizard
a maximum of 50 feet. Casting Time: 1 action
Intensify Gravity Range: 60 feet
1st-level transmutation Components: V, S, M (a small magnet)
Duration: Concentration, up to 1 minute
Classes: bard, druid, sorcerer, wizard Choose a point within range. A line 30 feet long and 5 feet
Casting Time: 1 action wide of magnetic energy manifests horizontally from that
Range: 120 feet point.
Components: V, S When a creature enters the spell’s area for the first time on
Duration: Concentration, up to 1 minute a turn or starts its turn there, it must make a Strength saving
Choose a point within range. A 20-foot cube of intense gravity throw. On a failed save, it is pulled up to 15 feet along the line
is created originating from that point. A creature in the cube in a direction of your choice, and takes 3d8 force damage. On
must expend 2 feet of its movement for each foot it moves, a successful save, it takes half as much damage and isn't
and can't use a flying speed to move higher than its current pulled.
location. On each of your turns after you cast this spell, you can use
On each of your turns after you cast this spell, you can use a your action to move the line up to 30 feet within range, and
bonus action to move the cube up to 30 feet within range. rotate it horizontally.
At Higher Levels. When you cast this spell using a spell
Root slot of 4th level or higher, the damage increases by 1d8 for
2nd-level transmutation each slot level above 3rd.
Classes: warlock, wizard
Casting Time: 1 reaction, which you take when you see a Rearrange
creature within 60 feet of you standing up form prone 3rd-level enchantment
Range: 60 feet Classes: bard, druid, sorcerer, wizard
Components: V, S, M (a small rock) Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Choose one creature that is standing up from prone within Components: V, S
range. That creature must make a Strength saving throw. On Duration: Instantaneous
a failed save, it must expend all of its movement to stand up Choose up to 3 creatures or objects you can see within range.
instead of half, and takes 2d4 force damage. On a success, it Each target is pulled up to 20 feet in a direction of your choice
takes half as much damage and takes no extra movement to within range. An unwilling creature that succeeds on a
stand up. Constitution saving throw is unaffected.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d4 for
each slot level above 2nd.

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Crushing Sphere Low Gravity
4th-level transmutation 6th-level transmutation
Classes: sorcerer, warlock Classes: druid, sorcerer, wizard
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 100 feet
Components: V, S Components: V, S, M (the tail feather of a roc)
Duration: Instantaneous Duration: 8 hours
You create a 20 foot diameter sphere of gravitational energy at Gravity is lowered in a 60 foot cube originating from a point
a point you can see within range. Each creature in the sphere within range. Ranged weapon attacks made by or against a
must make a Strength saving throw. On a failed save, a target in the cube have disadvantage. When a creature within
creature takes 5d8 force damage and is pulled up to 10 feet the cube falls, it descends at a rate of 60 feet per round and
towards the center of the sphere. On a successful save, a takes no falling damage. Whenever a creature with no flying
creature takes half as much damage and isn't moved. speed in the cube willingly moves, or falls prone, it must
At Higher Levels. When you cast this spell using a spell succeed on a Dexterity saving throw or be pulled up to the top
slot of 5th level or higher, the damage increases by 1d8 for of the cube where it can't move until the end of the turn, at
each slot level above 4th. which point it falls. When a creature fails its saving throw
against this spell, you can use your reaction to have it succeed
Shape Gravity instead.
4th-level transmutation
Classes: sorcerer, warlock, wizard Black Hole
Casting Time: 1 action 9th level evocation
Range: 30 feet Classes: druid, sorcerer, wizard
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 120 feet
You shape gravity around a creature you can see within range, Components: V, S
attempting to pull it in all directions simultaneously. The Duration: Until the end of your turn
creature must make a Constitutions saving throw. On a failed Choose a point you can see within range. A small bead of
save, the target takes 6d6 force damage and is thrown up to condensed gravitational energy forms at that point. At the end
20 feet in a random direction. Roll a d4 for the direction: 1, of your turn, the bead explodes out into a spherical black hole
north; 2, south; 3, east; or 4, west. If the target failes its saving of a radius of your choice from 5 feet up to 60 feet.
throw by 5 or more, you can choose the direction instead, and All earth, structures, and nonmagical objects that are not
you can choose for the direction to be directly up. On a being worn or carried within the black hole are instantly torn
successful save, the creature takes half as much damage and apart and disintegrated. Each creature in the black hole must
isn't thrown. make a Constitution saving throw. A creature that fails its save
At Higher Levels. When you cast this spell using a spell is pulled as far as it can be towards the center of the black
slot of 5th level or higher, the damage increase by 1d6 for hole, and takes 6d10 force damage. On a successful save, a
each slot level above 4th. creature takes half as much damage and isn't pulled.
If this spell reduces a creature to 0 hit points, that creature
Chasm is instantly killed and its body is torn apart and disintegrated.
5th level transmutation
Classes: druid
Casting Time: 10 minutes
Range: 60 feet
Components: V, S, M (5 pounds of stone from at least 30 feet
beneath the ground which the spell consumes)
Duration: Instantaneous
You rip open a 30 foot long 10 foot wide 30 foot deep chasm
through the ground within range. Any creature, object, or
structure on the ground directly above the chasm falls into the
chasm if it can fit and there is nothing else holding it aloft.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the length of the chasm increases by
10 feet for each slot level above 5th.

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