Gravity Knight (5e Subclass)

Gravity Knight

Fighter Subclass

Gravity knights manipulate gravity around them to encumber their enemies and to achieve feats normally too difficult to pull off in the heat of battle.

Defying Strength

Beginning when you choose this archetype at 3rd level, you can manipulate small pockets of gravity, granting you the ability to wield 2 handed weapons as if they were one-handed. You cannot dual wield 2 weapons with the two-handed property.

Defensive Gravity

Beginning at 6th level, you strengthen your ability to manipulate gravity around you. Your unarmored AC is now 12 + Constitution modifier and as a bonus action you can toggle a 5ft radius around you that counts as difficult terrain for enemies.

Gravity Well

Starting at 12th level, you can increase gravity in small pockets of the battlefield. As an action on your turn, you can create pockets of increased gravity centered on a number of targets you can see within 30ft equal to the attacks you can make as if you had taken the attack action. If the target fails a Constitution save (DC 8 + your proficiency modifier + Constitution), their movement becomes 0, halved if save, and they attack with disadvantage regardless of if they saved or not. Additionally, you add your Constitution modifier to your damage rolls until the beginning of your next turn when attacking that enemy.

Event Horizon

Starting at 18th level, as an action you can create a black hole centered on you. All enemies in a 20ft radius around you must succeed a Strength saving throw equal to 8 + your proficiency modifier + Constitution modifier or be knocked prone and take 6d6 force damage. Everything is halved for a successful save, and they are not knocked prone. The area around you is now considered difficult terrain for 1 minute as the black hole dissipates. You can use this feature once per long rest.


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