Graviton

Jumping down from a cliff face comes a dwarf. A large battle axe raised above his head. He hits the ground running, a shockwave knocks some goblins away. Suddenly, the goblins still standing begin to buckle under some unforseen weight. The dwarf smiles and brings his axe down.

A goliath brings her maul down against the castle gate. While the keeps guards smug faces change to horror as the massive gate is broken through with ease. The woman looks beyond the gate to see a portcullis slamming shut. Her eyes meets the guards aghast gazes, she points at them and smiles wickedly as she walks forward.

A slender halfling is the last of his party, staring down a gargantuan black dragon. Both the dragon and him are injured severely. The dragon begins to prepare its final breath attack, but the halfling is quicker. Extending a hand, a large sphere of black void issues forth from his hand for mere moments. The dragons body falls half disntergrated upon the cold dirt floor as the halfing rushes to aid his unconscious allies.

Powers Beyond Once Known

The power one wields as a graviton is neither strength of flesh, nor from the weave of magic, but a third aspect of power somewhere in between. Or so some scholars who have looked into the gravitons strange ability to warp the very weight they themselves and others carry say. Some believe it to be a true expanse of oneself combined with a tempered body that could survive the most greivous of blows with not but a scratch. Others think it a biproduct of a magical experiment gone arwy. Whatever the case may be, it has become more and more prevalent that this new path of power will cause a shake up of the powers that be. Whether that is good or bad remains to be seen.

Worth Thier Weight in Gold

Mortal men and women subjected to this new strange power usually unlock it via a certain experience. Mostly involving a large amount of weight bearing down on them. Without the sudden surge of these powers, these individuals would have surely met thier demise. Most that gain this power do not even realize they ever attained in and go about thier lives, never tapping into the vast pool of power at thier fingertips.

Those that don't chaulk it up to luck and choose to try and strengthen it, come to the realization they have a power unseen by many in the world. Most seek a life of adventuring, though a few simply use it to win bets and make a meager living off performing various feats of strength thought impossible. The gravitons that seek adventuring however, are greeted with hesitant glances. As most don't look the part of someone of such power. Given the right encouragement, a display of aptitude or perhaps even coin. A graviton can find themselves in the accompanyment of other daring individuals. And after proving thier worth, find themselves with a nice bit of coin to boot. Someone has to haul all that treasure back to town for a fair split right?

Creating a Graviton

When creating a graviton character, come up with that defining moment that their powers manifested. Talk to your DM about the ways this power could have shown itself the first time. Was it holding a door closed to protect your family from a band of orcs? Were you a soldier in the employ of a lord or king that saved a group of your fellow armsmen from a falling rock wall? Perhaps you were a tribesman that pushed back a giant elk to prove your worthiness to become the next chief?

Quick Build

You can make a graviton quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength. Second, choose the soldier or outlander background.

The Graviton
Level Proficiency Bonus Features
1st +2 Psuedo-Strength, Gravity Maneuvers, Gravity Pool
2nd +2 Steadfast, Spatial Propulsion
3rd +2 Maiden Voyage
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Voyage Feature
7th +3 Gravity Hammer
8th +3 Ability Score Improvement
9th +4
10th +4 Voyage Feature
11th +4 Forceful Collisions
12th +4 Ability Score Improvement
13th +5
14th +5 Voyage Feature
15th +5 Void Juggernaut
16th +5 Ability Score Improvement
17th +6
18th +6 One with Nothing
19th +6 Ability Score Improvement
20th +6 Black Nova

1

Version 1.6.0 | GRAVITON

Class Features

As a Graviton, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per graviton level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Graviton level after 1st

Proficiencies


  • Armor: All armor, Shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) two handaxes or (b) any simple melee weapon
  • (a) scale mail or (b) chain mail

Psuedo-Strength

A gravitons strange manipulation on the forces of gravity in the world provides them with seemingly unnatural strength. Providing a variety of effects.

  • You add your Proficiency modifier to your Strength score to determine how much you can carry, drag, push and lift and those amounts are then doubled.
  • If the graviton is small sized, you may still use heavy weapons without penalty.
  • You gain advantage on any Strength check as long as you expend a bonus action before attempting the check.
  • You are considered one size larger if you are targeted by an effect, ability or attack that has a lesser effect if you would be larger or if it would be more advantageous to you.

Gravity Maneuvers

You gain access to a variety of manuevers which you can use to great affect in combat.

Pick any three graviton manuevers when you take your first level in this class. You may perform any of your chosen manuevers by expending the appropriate amount of points.

Graviton save & spell DC = 8 + your proficiency bonus + your Constitution modifier

  • Anchor Pull: You may expend 2 graviton points as a bonus action to cause all creatures in a 30 foot cone to be pulled towards you by 10 feet. A successful Strength saving throw reduces this forced movement by half. You may expend 1 additional graviton point to increase the initial amount of movement pulled to 20 feet.
  • Crash Down: You may expend 1 graviton point as a reaction to take no damage from a fall and land on your feet. You may expend an additional graviton point to cast earth tremor where you land. You have to fall at least 10ft to cast this spell. For every 50ft you fell, you may spend an additional graviton point to increase the affected area by 5ft and this spells level by 1, to a maximum of half your level.
  • Crater Shot: When you strike a prone target with a melee weapon, you may spend 1 graviton point to deal force damage equal to your proficency modifier to the target. The target must make a constitution saving throw or be restrained, as the strike shoves their body into the ground. A restrained creature may repeat the save at the beginning of their turn or until someone spends their action to pull them out to end the restrained condition.
  • Crushing Stroke: When you roll a 1 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1. You may expend 1 graviton point after attacking a creature to have it make a Strength or Dexterity saving throw (its choice) or fall prone. You can perform this manuever even if you missed the creature.
  • Gravity Blow: You may expend 1 graviton point after you successfully hit a creature with an attack. If you do, that creature must make a Strength saving throw or be flung 10 feet away and fall prone.
  • Kinetic Charge: You may expend 1 graviton point as a bonus action after moving at least 20ft in a straight line, for the rest of this turn you can attempt to pass through any creatures space it occupies as long as you continue moving in the same line. Make a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. You have advantage on this check if you are larger than the hostile creature, or disadvantage if you are smaller. If you win the contest, you can move through the hostile creature's space once this turn. If you exceed the enemies roll by 5 or more, the target is flung 10ft away in the direction of your choice and falls prone taking 1d6 bludgeoning damage
  • Spatial Burst: You may spend 1 graviton point to take the Dash or Disengage action as a bonus action on your turn. Also, your jump distance and jump height are doubled during the turn you activated this ability. You may expend an additional point from your graviton pool to quadruple your jump distance and height for the same duration.
  • Repelling Shroud: You may expend 2 graviton points to take the dodge action as a bonus action on your turn and gain your proficency bonus in temporary hit points. Veiling yourself in a wreath of antigravity to possibly cause attacks to be repelled.
  • Returning Hurl: Melee weapons you wield gain the thrown ability with a range of 20/60 feet if they don't already have a throw range. You may expend 1 graviton point as part of an attack when you throw a simple or martial weapon. Immediately after the attack, the weapon flies back to your hand(s). You also may spend 1 graviton point to not suffer disadvantage by throwing a weapon beyond its first range increment.

2

Version 1.6.0| GRAVITON

At 5th level and again at 10th, 15th and 20th levels, you add one bonus manuever to your list of maneuvers. Upon leveling up, you may switch out one maneuver for one other manuever you don't currently have.

Gravity Pool

Your strange ties to gravity grants you a pool of pure spatial energy to manipulate at your whim. The max number of points you can have at one time is equal to your level + your Constitution modifier. Once between long rests, after completing a short rest, you regain your Constitution modifier worth of points back. This cannot make your Gravity Pool exceed your maximum alloted points and any excess are wasted. You regain all gravity pool points after completing a long rest.

Steadfast

Starting at 2nd level, you have advantage on all checks and saves that would attempt to move you or knock you prone.

Spatial Propulsion

Beginning at 2nd level, your speed is increased by 10 feet.

At 10th level, this speed increases to 20 feet. At 18th level, it increases again to 30 feet.

Maiden Voyage

At 3rd level, you choose a path that represents your main focus of your graviton abilities. Choose the Voyage of the Seige Maiden or the Voyage of the Iron Maiden, both are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Gravity Hammer

At 7th level, you can target a creature within 100ft of you as an action. Gravity suddenly and violently increases for that creature. That creature must make a strength saving throw or suffer 3d10 force damage and fall prone. Creatures who make the save take half damage and aren't knocked prone. Airborne creatures that fail the save fall 80ft downward and those that make the save fall 20ft. A creature that strikes the ground takes the appropriate amount of fall damage and becomes prone. You can use this ability your proficiency times per long rest.

Forceful Collisions

By 11th level, you are so suffused with gravity that all your melee weapon strikes carry excess power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 of that weapons damage.

Void Juggernaut

Starting at 15th level, you only age at a quarter the normal rate for a creature of your type and are immune to any affects that would age you. You may ignore difficult terrain and can end any restrained condition effecting you as an action.

One with Nothing

At 18th level, You no longer need to breath and have immunity to force and cold damage. You also can grant these same benefits for one minute to up to 6 of your allies you can see as an action once per long rest.

Black Nova

At 20th level, you have mastered gravity to the point of creating a tear in space time. You may cast the dark star spell once per long rest. You and any allies that are benefiting from your one with nothing ability ignore all effects of dark star.

Twilight Reality

All effects produced by the Graviton are not magical in nature. So spells and effects that alter, dispel or counter other spells have no effect on a Graviton. They're powers are granted via an Ancient Wyrm Void Dragon who's name has been lost to time; dreaming in it's sanctum somewhere in the darkness of space. This dreaming is refered too as a dragons Twilight, where a dragon spends it's last years of life dreaming of the past, present and future of what it has impacted. The dragon draws so much gravity to it's sanctum that combined with it's dreams warps reality and allows those he dreams about to gain a fraction of his power, thereby continuing his dream, giving him a sort of psuedo-immortality.

3

Version 1.6.0 | GRAVITON

Maiden Voyage

The forces of gravity a graviton wields can be molded to shape the distinct personality and whims of it user. Some shape it to cause severe damage to any obstacles in their wake, inanimate or otherwise. Others use it to temper their bodies, making themselves crowd controlling bastions on the battlefield. Some see it as something more maliable. Shaping and exploiting what is actually possible with such power.

Voyage of the Siege Maiden

For those with little reguard for thier surrondings. The Voyage of the Siege Maiden brings forth pure destructive force in the palm of ones hand... or the edge of ones blade. If they feel so inclined. Even a simple wooden club in the hands of a siege maiden graviton spells doom for even the largest of foes. A pile of rubble and a slew of broken bodies are the only thing left after this graviton goes to battle.

Meteor Strikes

Starting at 3rd level, add +1 damage to your melee and thrown weapon damage rolls to creatures, objects and structures for every size category bigger they are than medium. Double this damage if you are using a melee or thrown weapon with the heavy property.

Reverberant Tremor

Starting at 6th level, you may spend an action to cast the shatter spell by striking the air with a weapon or a part of your body, but the spells range changes to self and you choose whether you want the area to be a 30ft line or a 15ft cone.

You can increase this spells level by spending 1 graviton point per level, to a maximum of half your level rounded down. You may use this ability a number of times per long rest equal to your proficiency bonus.

Siege Engine

Beginning at 10th level, you gain the ability to throw objects like a catapult. As an action you may pick up and throw a rock or similar object with proficiency at a target. The range of this attack is 60/240 feet and deals 3d10 + your Strength modifier in bludgeoning damage. The object must be at least as large as your fist, but no heavier than 50lbs. You must have a free hand to throw it.

You may spend 2 graviton points as an action to pick up and throw an object as heavy as your remaining carry compacity allows. This attack requires the use of both hands. The range of this attack is 30/120 feet and deals 6d10 + your Strength modifier in bludgeoning damage. The object thrown has the heavy property.

In addition, you may expend 1 graviton point after making a successful attack verses an object or structure and have that attack deal double damage to it.

Tectonic Impacts

Starting at 14th level, you may expend 1 graviton point after a successful attack you make against a construct of force such as the hemisphere/dome made by Leomund's Tiny Hut or a wall of force. That construct of force is instantly shattered and the affect dispelled.

As long as you have at least half of your graviton points remaining rounded down, the costs of the gravity maneuvers crater shot, crushing stroke and gravity blow are reduced by 1 to a minimum of 0.

Voyage of the Iron Maiden

The mere presense of a graviton on the battlefield makes the strongest of warriors shake in thier boots. The Voyage of the Iron Maiden graviton would send an army packing, if it weren't for the fact they were stuck in place by the immense gravitational pull that envelopes the battlefield around her.

Density Warp

Beginning at 3rd level, you are able to unconciously mold gravity into a thin protective layer just above your skin to reduce the damage of certain attacks. At the end of a long rest, you may choose to be resistant to one of the following weapon damage types: bludgeoning, piercing or slashing. You need not be conscious for this ability to function.

You can expend 1 graviton point as a reaction when you are dealt bludgeoning, piercing or slashing damage to gain resistance to said damage types until the end of the turn. At which point, you revert to your original chosen resistance.

Credit: thedurrrrian.deviantart.com

4

Version 1.6.0 | GRAVITON

Gravity Well

At 6th level, a graviton can focus on the area around them and cause the gravity there to exponentially increase.

As an action, the graviton may cast the slow spell with the following changes:

  • The spells area is a 10ft aura centered on you.
  • You can choose any number of targets for the spell so long as they are fully within the aura.
  • The targets must make Strength saving throws instead of Wisdom
  • Targets who fail the save cannot physically move away from you while in the aura.

A graviton concentrates on this ability as if it were a spell and must expend 1 graviton point at the beginning of their next turn and any subsequent turns to continue the gravity well, for up to one minute. While the gravity well is active, your speed is reduced by half.

Any creature you choose that enters the aura or begins its turn there must make the Strength saving throw to not suffer the effects of the ability.

You may use this ability a number of times per long rest equal to your proficiency bonus.

At 14th level, you may instead expend 5 graviton points as an action to make an enlarged gravity well with a 20 foot radius.

Your modes of movement while concentrating on a normal gravity well are no longer reduced. However your modes of movement are reduced by half while concentrating on an enlarged gravity well.

Achored Phalanx

Beginning at 10th level, you are immune to the prone condition unless you want to be prone and cannot be physically moved by any force unless you want to be moved. This includes teleportation and similar magic or abilities. You must be conscious for this ability to fuction.

Allies within your gravity well gain your steadfast ability.

Density Omnipotence

At 14th level, You can instantly tell exactly how heavy anything you look at is. You may cast the levitate spell as an action requiring no material components. You may increase the amount of weight the spell can lift by expending 1 graviton point per every 500 additional pounds.

As long as you have at least half of your graviton points remaining rounded down, the costs of the gravity maneuvers crash down, repelling shroud and anchor pull are reduced by 1 to a minimum of 0.

Note from Author

Anytime the class refers to spells, spell saves or the like. It is simply for clarity and not indicative of any magical abilities. The original design I envisioned was a non-magical class that uses more of a undefined quasi-reality warping power that is not in any way related to the weave of magic. However, have a conversation with your DM what they would prefer and come to an agreement on how to define the classes powers and their origin.

5

Version 1.6.0 | GRAVITON