Fighter - Gravity Knight in Ko'hadar | World Anvil

Fighter - Gravity Knight

Weaving the gravitational fields around them, gravity knights are tremendous fighters. Known for being able to switch in and out of aggressive and defensive fighting styles, they represent a formidable foe. Their formation requires peering into the endless void to grasp its powers, altering their being. 

Manifest Potential

You learn to manipulate the gravity around you. Starting at 3rd level, as a bonus action, choose one of the powers described below. It affects you for 10 minutes.   Decrease Gravity. Your jump distance is tripled. You ignore difficult terrain, have advantage on Dexterity saving throws, and gain a +1 bonus to your AC as you become more nimble.   Increase Gravity. You have advantage on Strength (Athletics) checks for grappling, and your attacks are heavier. When you deal damage to a creature with a melee weapon attack, you deal an additional 1d4 bludgeoning damage. In addition, the area in a 5-foot radius centered on you is considered difficult terrain.   You can use this ability twice per short rest. At 10th level, you can use this ability 3 times per short rest.

Gravitational Attraction

At 7th level, you take control over the gravity surrounding you, allowing you to walk freely along any solid surface. You gain the ability to move up, down, and across vertical  surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Relentless Field

You've learned to exercise greater control over the gravity around you. At 10th level, each power of your Manifest Potential ability is altered as described below.   Decrease gravity. Your jump distance is multiplied by 6. You ignore difficult terrain and fall damage, have advantage on Dexterity saving throws, and gain a +2 bonus to your AC. In addition, once per use of this ability, as a reaction when you are about to take damage from a weapon attack, you can diminish the impact it has on you, reducing the damage by an amount equal to 2d10 + your proficiency bonus.   Increase gravity. You have advantage on Strength (Athletics) checks for grappling. When you deal damage to a creature with a melee weapon attack, you deal an additional 1d4 bludgeoning damage. In addition, the area in a 15-foot radius around you becomes difficult terrain, and any hostile creature that starts their turn in that area must succeed on a Strength saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or take bludgeoning damage equal to your proficiency modifier, as the gravity crushes them. Once per use of this ability, as a reaction to dealing damage with a melee weapon attack, you can augment the damage dealt by 2d10 + your proficiency bonus.   In addition, you can now switch between each power using a bonus action.

Gravity pulse

At 15th level, as part of using Action Surge, you can force all creatures of your choice in a 30-foot radius around you to make a Strength saving throw (DC 8 + your Constitution Modifier + your proficiency bonus) or be pulled in a straight line to an empty space adjacent to yours on a failure. 

Annihilation

Beginning at 18th level, you can unleash the power held within you. Choose a point of impact on the ground that you can see within 120 feet of you. You leap 300 feet into the air and crash down, speeding past terminal velocity. All creatures other than you in a 30-foot radius centered on the point of impact must make a Dexterity saving throw or take 8d10 bludgeoning damage on a failure, or half as much on a success, as you crash in a fashion akin to a meteor. You can use this ability once per short rest.

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