Anthony Vallozzi | Class | Unbound

Unbound


Rising into the sky, his foes scattered beneath him, a halfling casts his shadow across the battlefield. With a deep breath, he releases the invisible force which held him afloat and begins his plummet towards the earth. Upon impact, the ground around him quakes violently, and his foes are sent flying, as if a meteorite had just crashed into the ground and not a halfling.

With the simple act of pointing his finger, a drow robed in black renders his foe seemingly helpless. His enemy vulnerable before him, he raises an iron maul twice his size high above his head as if its weight were negligible. Without a moments thought, he brings it back down with force enough to obliterate his victims prostrating head, showering the ceiling which they stood upon in blood and viscera.

Whether using it to perform seemingling impossible feats of strength with ease, or forcefully applying it to their foes, all unbound utilize the powers of gravitation, a natural phenomenon present throughout the multiverse, which pulls all things of mass towards eachother.


A Force of Nature

The existance of the unbound came to be long ago in a time of great need. Their supernatural abilities were a gift of sorts, a result of tampering by the archfey known as Miliomahd.

At first, there were only a few of them, strong hearted commoners chosen by the fey to protect their defensless home. But something went awry and the powers bestowed upon them did not fade over time like they had anticipated. Worse yet, on the most seldom of occasions, a child is born, imprinted with the gift.

In current times, unbound are scarce, appearing mostly in tales of adventure, or songs of war, where the gifted fights alongside an allied force to achieve some great purpose. But truth be told, others are out there. Some unbound make light of their gifts, using them to ease the struggles of a common life and never braving a life outside of their birthplace. While others, on the other hand, think the gift a heavy weight to be carried, a responsibility to do right in the world, or a sign which tells them to find their true purpose.

Anthony Vallozzi | Class | Unbound

The Unbound
Level Proficiency Bonus Features Pseudo-Strength Gravity Points
1st +2 Gravity Well, Pseudo-Strength, Fortified Anatomy +1 3
2nd +2 Minor Gravity Manipulations +1 4
3rd +2 Gift Progression +1 5
4th +2 Ability Score Improvement +1 6
5th +3 Extra Attack, Force Harvest +1 7
6th +3 Gift Progression feature +1 8
7th +3 Fortified Anatomy (+) +1 9
8th +3 Ability Score Improvement +2 10
9th +4 Tractor Beam & Repulsor Beam +2 11
10th +4 Gravity Bomb +2 12
11th +4 Gift Progression feature +2 13
12th +4 Ability Score Improvement +2 14
13th +5 Gravity Reversal +2 15
14th +5 Bend Light, Fortified Anatomy (+ +) +2 16
15th +5 Crushing Field +3 17
16th +5 Ability Score Improvement +3 18
17th +6 Gift Progression feature +3 19
18th +6 Event Horizon +3 20
19th +6 Ability Score Improvement +3 21
20th +6 Forces Unleashed +3 22

Creating an Unbound

When creating an unbound character, think about where your character comes from, and his or her place in the world. Talk with your DM about an appropriate origin for your unbound. Were you granted your power personally by the same fey deity from eons past, or were you born with it? Consider your characters personal goals, or the roles which they wish to play in the world.

Quick Build

You can make an unbound quickly by following these suggestions. First, put your highest ability score in either Strength or Constitution, followed by the other. Second, choose the folk hero background.


Class Features

As an unbound, you gain the following class features.

Hit Points

Hit Dice: 1d8 per unbound level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution

modifier per unbound level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Acrobatics, Deception, History, Insight, and Intimidation

Anthony Vallozzi | Class | Unbound

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) chain shirt or (b) scale mail
  • (a) dungeoneer’s pack (b) an explorer’s pack


Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10gp worth of equipment from chapter 5 in the Player’s Handbook.

Gravity Well

At 1st level you unseal the well of force within you allowing you to tap into your true power. Your access to this power is represented by a number of gravity points. You start with 3 gravity points that recharge with every long rest. Your unbound level determines the number of points you have, as shown in the Gravity Points column of the Unbound table.

You can spend these points to fuel various gravity features. Each feature will have its own cost in its description.

Gravity features are not spells, therefore any damage dealt is non-magical unless otherwise stated.

When you spend a gravity point, it is unavailable until you finish a long rest, at the end of which your gravity well refills. Some of your gravity features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:


Gravity save DC = 8 + your proficiency bonus + your Constitution modifier

Pseudo-Strength

Starting at 1st level, you begin to tap into the gravitational forces that course through your body. You have learned to manipulate gravity ever so slightly in certain situations so it seems as though you were much stronger than you actually are.

  • After failing a Strength check or Strength saving throw, you can as a reaction spend 1 gravity point to reroll.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as an unbound, as shown in the Pseudo-Strength column of the Unbound table.

Fortified Anatomy

Over time your body has grown extraordinarily dense due to the constant flood of force that envelops it, making it increasingly harder to perform attacks that target vital spots of your body. At 1st level any time a critical hit is made against you, you may roll 1d20, if the result is 5 or lower the critical hit is negated and damage is instead rolled normally from all physical attacks. Furthermore, your bodies normal weight is multiplied by 5.

Upon reaching 7th level in this class, you gain resistance to non-magical bludgeoning damage.

Starting at 14th level in this class, when you roll to negate a critical hit, a result of 10 or below will provide the same desired effects.

Minor Gravity Manipulations

Beginning at 2nd level, you learn four simple manipulation which slightly alter the gravity effecting you and others around you. The manipulations are listed below in alphabetical order.

Collision. By spending 2 gravity points, you can use your reaction when you fall to hasten your decent and land on your feet, the impact causing you to deal bludgeoning damage equal to your fall damage (before resistances) to creatures and objects on the ground within 5 feet of you. The effected creatures must then succeed on a Strength saving throw or be blown 10 feet away and knocked prone. The affected area increases by 5 feet for every 5d6 worth of fall damage.

High-Gravity Zone. You gain the ability to focus your control over gravity and increase its effects within 50 ft. of yourself. You may spend 1 gravity point and use your bonus action to create 2 10-ft squares of magical difficult terrain.

All squares remain effective until dismissed, which takes no action. These squares do not hinder you. When you use high-gravity zone, any previously active high-gravity zones are dismissed immediately. High-gravity zone effects all creatures that enter the effected squares, including those that are flying or levitating.

The amount of squares you can create increases to 3 at 5th level, 4 at 11th level, and 5 at 17th level.

Reduce Gravity. By spending 1 gravity point, you can use your reaction when you or another willing creature falls to reduce any falling damage taken by an amount equal to five times your unbound level.

By spending an additional gravity point per target you can extend this power to additional targets of your choice within 50 ft. to a maximum of 5 targets.

Zero Gravity. By spending 2 gravity points, you can use your action to make one creature or object of your choice that you can see within a 50 ft. range rise vertically, up to 20 feet, and remain suspended there for 10 mins or until you lose concentration. The ability can lift a target that weighs up to 1000 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

At the end of the duration, or when you choose to end the effect, affected objects and creatures fall back down.

Gift Progression

When you reach 3rd level, your gift begins to develop beyond the point that most unbound ever achieve. Depending on how you've utilized your gift up to this point, it can evolve either into the Gift of the Uplifted, or the Gift of the Heavy Handed. Your chosen Gift Progression grants you features at 3rd level and again at 6th, 11th, and 17th level.

Anthony Vallozzi | Class | Unbound

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.

Force Harvest

At 5th level, when your gravity well has diminished to 0, your body immediately begins to pull the gravity  around you into it, creating a vortex of spinning negative force centered on you and causing the following effects:

  • If force harvest is active for at least 30 minutes before you begin a short rest, you can regain up to half of your maximum gravity points at the end of said rest and in turn suffer one level of exhaustion.
  • If you successfully grapple a creature while this is in effect, the grappled creature is crushed and takes 1d12 bludgeoning damage at the start of its turn if it is still grappled.
  • If a creature within 5 ft. of you attempts to move away from you or attack a target besides you, it must first succeed on a Strength check. If it fails, it considers the area within 5 ft. of you difficult terrain and it has disadvantage on any attack not targeting you.


Force harvest ends when your gravity well is no longer at 0.

Tractor Beam & Repulsor Beam

At 9th level, as a standard action, you can spend 2 gravity points and designate a 30 ft. long, 5 ft. wide line orignating from you, creating a beam of force that affects all creatures and unattended objects within the area. All creatures in the effected area must succeed on Strength saving throw or be shoved away from, or pulled towards, the point of origin, until they reach an empty space nearest to the end of the effected area. If a creature is forced into a solid surface, object, or other creature it takes 2d6 bludgeoning damage.

Gravity Bomb

At 10th level, as a bonus action, you designate a 5 ft. radius circle within 50 ft. and begin to compress the forces of gravity into a small dense orb of raw energy above the targeted area. At the start of your next turn the orb drops, all targets within the circle must succeed on a Dexterity saving throw or take 2d8 magical bludgeoning damage.

If the targeted area is completely within a high-gravity zone the bomb forms and drops immediately, creatures who must save to dodge out of the way do so with disadvantage.


Gravity Reversal

Starting at 13th level, as an action, you can spend 4 gravity points to reverse the effects of gravity in a 50-foot-radius, 100-foot-high cylinder centered on yourself. These effects last 1 minute or until you lose concentration. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area the turn this feature is used. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. The ceiling is then treated as difficult terrain. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

You may choose whether or not to be effected by this ability.

Bend Light

At 14th level, by spending 1 gravity point and using your action, you can use your intrinsic mass to bend light around yourself. While bend light is in effect, even in the brightest of places, your features can not be seen as if you were shrouded in darkness. This darkness causes attacks against you to be made with disadvantage, and your stealth checks to be made with advantage while in shadowy areas.

Bend light lasts for 10 minutes or as long as you maintain concentration.

Crushing Field

At 15th level, by using high-gravity zone and spending an additional 2 gravity points, creatures inside the area may only move at a quarter their speed, and each round they must succeed on a Strength save or take 2d6 bludgeoning damage.

Event Horizon

At 18th level, by spending 8 gravity points and using your action, you can, with all the force of a supernova, punch a hole through the very fabric of space. A 5-foot-diameter circular black hole leading to another plane opens in an empty space where you decide, within 5 ft. of you. The destination plane is chosen randomly by rolling on the Event Horizon: Destination Planes table below. Anything which enters this area is violently transported to the destination plane taking 6d10 bludgeoning damage and 2d10 psychic damage in the process. The black hole is a one way trip, it can not be used to return. It remains open for 3 rounds, or until you use your reaction to close it.

Anthony Vallozzi | Class | Unbound


     In addition to this the rift creates an effect similar to the darkness spell. The darkness expands 20 feet from the black hole in a spherical shape. All creatures caught within the      darkness, including yourself, take 2d10 bludgeoning      damage at the start of each of their turns, they are      considered blinded and are incapable of moving away              from the black hole until the effect ends. Creatures             within the sphere can not leave the sphere using            non-magical means. Nothing can be seen within the           sphere from the outside.

 The darkness effect lasts until the black hole closes. At the start of each of their turns, until the black hole fades, creatures within 30 ft. of the darkness (excluding yourself) must make a Strength saving throw or be pulled 10 ft. closer to the center of the darkness.

Once you use this feature, you can’t use it again until you finish a long rest.

     Forces Unleashed

        At 20th level, you have mastered your ability to bend         gravity to your will, your Strength score increases by 4,         and your maximum for that score is 24. Furthermore,         you may toggle the effects of Force Harvest at will.

Event Horizon: Destination Planes
d20 Plane
1 Mount Celestia, the Seven Heavens of
2 Bytopia, the Twin Paradises of
3 Elysium, the Blessed Fields of
4 The Beastlands, the Wilderness of
5 Arborea, the Olympian Glades of
6 Ysgard , the Heroic Domains of
7 Limbo, the Ever-Changing Chaos of
8 Pandemonium, the Windswept Depths of
9 The Abyss, the Infinite Layers of
10 Carceri, the Tarterian Depths of
11 Hades, the Gray Waste of
12 Gehenna, the Bleak Eternity of
13 The Nine Hells of Baator
14 Acheron, the Infinite Battlefield of
15 Mechanus, the Clockwork Nirvana of
16 Arcadia, the Peaceable Kingdoms of
17 Fire, the Elemental Plane of
18 Air, the Elemental Plane of
19 Earth, the Elemental Plane of
20 Water, the Elemental Plane of

Anthony Vallozzi | Class | Unbound

Gift Progression

The unbound gift can manifest itself in multiple ways, the outcome depends on how the unbound chooses to use their power. Both gift progressions represent the double edged characteristics of Miliomahd, the archfey benefactor.

Gift of the Uplifting

The rarer of the two progressions, the gift of the uplifting, sprouts from those who likely used their power to relieve the burdens of daily life for themselves and their neighbors. Unbound with this gift tend to be both fun loving and caring people who sometimes err on the side of lawlessness.

Unencumbered

Starting when you choose this archetype at 3rd level, your subconscious understanding of gravity increases, alongside your bodies dissociation from the natural law. While you are conscious, you bestow upon yourself the following benefts:

  • The weight of your weapons, armor, and any other equipment which you carry is halved.
  • While you are not wielding a shield, the maximum Dexterity bonus of any armor you are wearing is increased by 2.
  • Your base walking speed is increased by 5ft.

Bounding Steps

Thanks to your ability to ease the effects of gravity on yourself and your allies, travelling has become much less of a burden. At 6th level, while you are conscious, you bestow upon yourself and any friendly creature within 50 ft. of you the following benefts:

  • You and your allies can use a fast travel pace without suffering the penalty indicated on the travel pace (see chapter 8 on Player’s Handbook).
  • You and your allies have advantage on Constitution saving throws caused by a forced march.
  • You and your allies may jump double your normal distances.

Gravitational Finesse

At 11th level you gain the ability to make a weapon less cumbersome without decreasing its striking force, allowing you to more accurately place your blows. You gain the following benefits:

  • You now add the bonus granted by Pseudo-Strength to your attack rolls as well.
  • If you are a medium sized creature you may now wield two-handed weapons of your size in one hand or a large sized weapon in two hands, but doing so will forfeit the previously mentioned attack bonus.
  • If you are a small sized creature you may now wield two-handed weapons without the heavy property in one hand or a weapon with the heavy property in two hands without having disadvantage on attacks.
    
    

Deny the Law

Instead of a gradual gravitational pull, you can now manipulate the natural forces eminating from your body so fluidly that you may use them to propell yourself through space. At 17th level, as an action, you can spend 3 gravity points to gain a flying speed of 60 ft. This flying can persist as long as you maintain concentration.

Gift of the Heavy Handed

Unbound who have their gift progress in this way get to experience and utilize a fraction of the might of Miliomahd himself. You become capable of effortlessly bending your opposition to your whim.

Weighted Blows

Starting when you choose this archetype at 3rd level, your grasp of the forces around you intensifies, thus enhancing your pseudo-strength beyond measure.

  • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that does not have the light property, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • While you are conscious, your carrying capacity (including maximum load and maximum lift) is doubled.

Executioners Culling

At 6th level, before making an attack roll during your turn, you can spend 3 gravity points and declare that you are using this feature. If you successfully hit a creature with a melee attack during the round which executioners culling was activated, the targets movement speed is reduced by half, a second successful melee attack that round on the same target will reduce their speed to 0 and make them fall prone, at this point the target must succeed on a Strength saving throw or become restrained.

The movement speed reduction and restrained condition last until the end of your following turn.

Anthony Vallozzi | Class | Unbound

Targeted Suppression

At 11th level, you learn to increase the weight of objects at a distance. Once per short rest, by spending 2 gravity points, you can focus on one target within 50 feet as an action. This target must pass a Strength save or immediately be forced prone and become restrained. If they succeed, they are not forced prone or restrained, but they may only move at a quarter of their normal speed.

This ability can be used on airborne targets and unattended objects as well; if this effect is used on an airborne target, then it falls to the ground and as such takes appropriate falling damage. Falling damage caused by targeted suppression cannot be negated by non-magical effects.

If targeted suppression is used on an unattended object, then that object's weight grows nearly infinite, you however treat the object as normal.

These effects last until the end of your following turn.

Great Leaden Weight

At 17th level the forces which you are capable of manipulating become so great that whenever a creature is affected by: Crushing Field, Event Horizon, Gravity Bomb, Gravity Reversal, Targeted Suppression, or the damaging effects of Force Harvest, they take bludgeoning damage equal to your Strength modifier.


Extra

Miliomahd

Miliomahd (pronounced "Mil-e-o-mod," meaning "Alluring Infinity") is the fey deity of attraction, authority, security and solace. His symbol is a black beckoning hand. Miliomahd's natural form is unknown to all, possibly even to himself. The form he is most commonly seen in is that of a flawless floating black orb. From his orb, he produces countless particles which he can manipulate into an unfathomable number of forms, the most recurrent of which is that of a mouthless humanoid adorned with a red scarf, a halo, and two horns. His figure is equally immaculate in this form, appearing to be shaped into the perfect masculine physique (See page 8). While his manifestation on the material plane is exceedingly rare, those who have witnessed it say he stands with an air of gravitas that demands attention as well respect, and that when he speaks his very words are weighted and rest heavily on the listeners mind.

Miliomahd is the illegitimate offspring of the Queen of Air and Darkness and a deceived King Oberon. After Oberon stole him away from the evil queen, Miliomahd was welcomed into the Seelie Court by Queen                        Titania herself. Though she was                                      angered by Oberons foolishness, she                                     saw great promise in his new child                                          and eventually she came to forgive                                    Oberon for the affair.

Multiclassing

The prerequired ability scores for multiclassing out of the Unbound class is 13 Strength and 13 Constitution.

To enter the Unbound class you must either be born with the gift, or the gift must be given to you by the very same fey deity that created Unbound long ago. Also, though it's not stated anywhere mechanically that I know of, ethereal creatures are not effected by gravity and therefore are immune to many of this classes features.

Credits

Art in Order of Appearance

"Guardian" by Nzio (I can't find any further source)


"Kirkhammer" by Fromsoftware art team


""Cutie Mark Black Hole" (I can't find source)


"Strange Gravity" by Denis Loebner


"Abyss Watcher" by Alexander Borodin


"The Pursuer" by Valentin Seiche


"Hunter" by Ricardo Rodrigues

Anthony Vallozzi | Class | Unbound

Developers

Anthony Vallozzi: aka /u/ch33ri000z & Capt Hooks: creator, designer, & developer, please contact me at **anthony.vallozzi@gmail.com** if you have been play testing and wish to share anything.