Gravity Knight (5e Class)
Gravity Knight
Those who can manipulate the forces which keep us grounded are called Gravity Masters. Gravity Knights on the other hand center these forces on one point, themselves. Gravity Knights enter the fray as the center of attention directing the flow of combat and providing utility all around. They are most well-known for being sturdy tanks that keep enemies distracted while their allies finish them off.
Creating a Gravity Knight
- Quick Build
You can make a Gravity Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength, and Wisdom.
Class Features
As a Gravity Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Gravity Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gravity Knight level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, History, Intimidation, Insight, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) martial weapon and a shield or (b) two martial weapons
- (a) light crossbow and 20 bolts or (b) two handaxes
- (a) dungeoneer's pack or (b) explorer's pack
Level | Proficiency Bonus | Features | Gravity Pool |
---|---|---|---|
1st | +2 | Gravity Pool, Impact Reduction, Weightless Touch | 10 |
2nd | +2 | Fighting Style, Gravity Strike | 15 |
3rd | +2 | Gravity Aura | 20 |
4th | +2 | Ability Score Improvement | 25 |
5th | +3 | Collision Force | 30 |
6th | +3 | Ability Score Improvement | 35 |
7th | +3 | Indomitable (one use) | 40 |
8th | +3 | Ability Score Improvement | 45 |
9th | +4 | Improved Gravity Strike | 50 |
10th | +4 | Ability Score Improvement, Additional Fighting Style | 55 |
11th | +4 | Empowered Aura | 60 |
12th | +4 | Ability Score Improvement | 65 |
13th | +5 | Indomitable (two uses), Gravity Rush | 70 |
14th | +5 | Ability Score Improvement | 75 |
15th | +5 | Increased Aura Range, Positive-Negative Attraction | 80 |
16th | +5 | Ability Score Improvement | 85 |
17th | +6 | Indomitable (three uses) | 90 |
18th | +6 | Kinetic Passing, Bonus feat | 95 |
19th | +6 | Ability Score Improvement | 95 |
20th | +6 | Black Hole, Bonus feat | 100 |
Gravity Pool
Your training allows you to harness the force of gravity. Your access to this energy is represented by a number of gravity points. Your Gravity Knight level determines the number of points you have, as shown in the Gravity Pool column of the Gravity Knight table. You can spend these points in various ways to fuel various class features. When you spend a gravity point, it is unavailable until after you finish a short or long rest.
Impact Reduction
When you take physical damage from a force you are aware of, as a reaction you may spend a number of gravity points equal to 1 added to the attackers damage to reduce the attacker's damage by half.
Weight Manipulation
Your manipulation of gravity makes things you wear feel almost weightless or extremely heavy. You suffer no weight penalties from your equipment and you cannot become encumbered by your equipment. Increasing the weight of your worn gear allows you to be practically immune to being knocked back or down.
Fighting Style
At 2nd level and again at 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Two Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Ground Hammer
At 3rd level a Gravity Knight gains the ability to focus the forces of gravity that course through his body into his fist, making it immensely heavy. His fist gains so much weight that the only action he can take is to punch the ground beneath him, creating such an impact that all characters within a 5 ft./level foot blast radius who are in contact with the ground must make a Constitution save (DC 10 + the Gravity Knight's Hit Die + the Gravity Knight's Strength modifier) or fall prone, become stunned for 1 round, and take 2d10 + half Strength modifier damage. If this save is made then the creature only takes half damage, and does not become stunned or fall prone. This affects even constructs and creatures without Constitution modifiers. This is a full round action that, once taken, can’t be taken again until 1d4 rounds later.
Gravity Aura
At 4th level you gain the ability to manipulate the gravity of the environment around you to a certain degree. Range of this ability is 5/ft per level. With 20 as the starting.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Collision Force
When you reach 5th level, half the damage taken by enemies is regained as temporary gravity points that must be spent by the end of your next round in combat.
Indomitable
Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Improved Gravity Control
You gain the ability to exponentially increase the weight of an item or your own by a factor of 3 for every gravity point spent.*please note that you cannot perform any action with the infused item except pushing downwards due to the weight *
Empowered Aura
At 11th level, you may manipulate the environment to a much greater degree such as (Reduce movement, take 2d6 force damage, remove gravity or intensify it) and can even change the weight of an enemy's armor or gear. (Must be within the range of your gravity aura)
Gravity Rush
At 13th level, you mastery of manipulating gravity has allows you to rapidly accelerate and decelerate. While in Combat you can take your Bonus Action to dash or disengage.
Increased Aura Range
At 15th level, the gravity aura's radius increases by 30ft
Positive-Negative Attraction
At 15 level, you can spend 5 gravity points as a reaction to push or pull a creature 15ft to avoid being attacked or to avoid an attack being made at them. The creature must make a dexterity save or it is knocked prone after being moved.
Kinetic Passing
At 18th level, whenever you spend gravity points, you immediately gain temporary hit points equal to how many points spent that last until the end of combat.
Black Hole
At 20th level, you may expend all gravity points you have currently in your pool to do 1d12 x the number of points spent force damage to everything inside the aura. Everyone inside must make a Con save to halve the damage. This ability can only be used once per long rest.
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