Myrmidon

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Myrmidon

Myrmidon

A man in heavy plate launches from the thin branch on which he was perched. A cloaked dwarf below him dodges the first strike, but the knight follows through gracefully, bringing a second strike down with remarkable speed. Off balance, the dwarf hastily attempts to parry the overhead blow with his buckler, but the staggering force of the strike pushes him to his knees and into the soft earth. The crackle of shattering bones competes with the echoes of steel for a moment while the dwarf, the latest of many assassins, passes out.

An elegant elf strides forward as a horde of skeletons charges down the tunnel toward her. The first skeleton swings, but she flows past the dilapidated saber with ease. Her polished cuirass glimmers in the torchlight as she thrusts her hand above her head. The skeletons are suddenly pulled into the air, slamming against the low vaulted ceiling. She pulls her hand down, and the skeletons burst against the stone floor. The clattering of rusty swords echoes through the catacombs as the dust of a dozen decaying corpses slowly begin to settle.

The warlord and his entourage march up the narrow mountain path. Across the cliffside trail, two sentries stand in thick bronze armor. Each has an unadorned greatsword resting on a pauldron. The warlord points to the bronze sentries and demands, "Stand aside! I have taken this region, I am your king now!" Otherwise motionless, one sentry speaks, "The wellspring is off-limits. Another step and your life is forfeit." The warlord motions to his troops, who lower shields and spears into a phalanx and begin to advance. The sentry who had spoken raises his sword to the sky while adopting a wide stance. He traces a spiral in the air with tip of his sword and then lowers it, pointing not at the advancing phalanx but to a space beside the trail. A dark speck appears in the air, surrounded by a shimmering distortion like a mirage. The phalanx is violently pulled off their feet and towards the speck. Their bodies collide and squeeze around the dark speck with a cacophony of folding steel, snapping bones, and clipped screams. The warlord has grabbed a root and is holding on with both hands while his legs flail uselessly, like a flag in a gale. The second sentry launches into an arc, severing both the warlord’s hands with a single blow upon landing. With a gasp, he barrels into the sphere of metal and viscera that was once his most elite fighting force. The two sentries resume their post, while the ball of trespassers falls into the valley far below.

The Myrmidon is a martial class that augments traditional combat techniques by manipulating gravity through a specialized type of magic. Myrmidons train body and mind to fight with vigor and elegance, while relying on disciplines to control the battlefield and keep themselves highly mobile even in the heaviest armor.

Art by Benedick Bana, Check him out!

Of Ants and Warriors

Myrmidon translates to "ant people" from the ancient tongue in which the name originates. The unusual moniker likely came from a poetic observation of the traditional heavy bronze armor of most Myrmidon enclaves, or perhaps the mythic feats of strength performed by early Myrmidons. One account attributes the name to lines of pupils carrying heavy burdens moving around a Myrmidon school - a common sight in enclaves even today. In any case, the name masks the speed and agility of these warriors. Likewise, the mild bite of an ant is hardly comparable to the fury of a strike from a committed Myrmidon. These warriors tend to refer to themselves as "guardians", as enclaves are almost always found on or near a site of importance.

Enigmatic and Resolute

Myrmidon training is strict and ascetic, with masters often using cryptic riddles and tasks to train their pupils in non-linear thinking so they can untangle the knots of the natural laws in unnatural ways. However, the exact nature of the training, tenets, and the structure of the group is kept a mystery to outsiders. Speculation is often a favorite topic of conversation in pubs near enclaves. New disciples are usually adopted as orphans or unwanted children left at the gates, and most enclaves rarely accept older neophytes. However mysterious they may be, no one denies the combat efficacy of a Myrmidon - and many towns and mystical sites owe their safety to these inscrutable defenders.

Creating a Myrmidon

When making your Myrmidon, ask yourself the following questions to help shape your character. Why did you leave your enclave to go adventuring? Are you welcome back at any time? Who were your teachers? Who were your friends? When you left, did anyone come with you? If you are starting at 1st level and you have been at the enclave your entire life, why are you still a novice? Most enclaves were dedicated to guarding an important site, was yours? If so, talk with your DM about an appropriate location. Are Myrmidons familiar or exotic in your setting?

How did you join the enclave? Were you adopted by the enclave as a child? Who were your parents and what happened to them? (Hint: Even if you never knew your parents, their story affects your own.) Perhaps your parents disowned you or you were otherwise forced to take refuge in the enclave. How did you convince the enclave to accept you? Why did you require that refuge in the first place?

Finally, consider the nature and appearance of your disciplines and fighting style. Was your training arcane, divine, or purely secular? Did it have a connection to the site your enclave protected, if any? Do your disciplines appear fluid and graceful as a martial artist practicing forms? Do they appear as an actor gesturing dramatically on a stage, or perhaps more like shadowboxing?

Quick Build

You can make a Myrmidon quickly by following these suggestions. First, Strength should be your highest ability score. Your next highest ability score should be Intelligence. Next, choose the Folk Hero background. You can use the tables below to round out your character's background. You can choose or roll randomly:

d8 I left the enclave because...
1 I was sent to another enclave as liaison.
2 I wanted to discover the origin of your enclave.
3 I needed to learn why the enclave's site is fading.
4 I was kicked out for breaking a rule.
5 I went on a quest of self-discovery.
6 I left on a mundane errand, but ended up far away.
7 My enclave was destroyed in cataclysm.
8 I was the last disciple still alive.
d8 Your enclave protected...
1 A sacred tree, the fruit of which heals illnesses.
2 A sacred spring, the water of which removes curses.
3 A mountain pass into a protected region.
4 The tomb of a legendary hero.
5 A library of esoteric knowledge.
6 A thin place between this and an elemental plane.
7 A secret magical bloodline.
8 The prison of an ancient terror.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose Myrmidon as one of your classes.

Ability Score Minimums. As a multiclass character, you must have Strength and Intelligence scores of at least 13 to take a level in this class, or take a level in another class if you are already a Myrmidon.

Proficiencies Gained. If Myrmidon isn't your initial class, here are the proficiencies you gain when you take your first level as an Myrmidon: All armor, simple weapons, martial weapons

The Myrmidon
Level Proficiency Bonus Features Speed Disciplines Focus Points
1st +2 Crushing Blow, Focus Pool 2
2nd +2 Lightness +5 ft. 4
3rd +2 Paradigm +5 ft. Tier 1 6
4th +2 Ability Score Improvement +5 ft. Tier 1 8
5th +3 Extra Attack +5 ft. Tier 1 10
6th +3 Ability Score Improvement +5 ft. Tier 1 12
7th +3 Combined Attack, Paradigm Feature +5 ft. Tier 2 14
8th +3 Ability Score Improvement +5 ft. Tier 2 16
9th +4 Improved Lightness +10 ft. Tier 2 18
10th +4 Paradigm Feature +10 ft. Tier 2 20
11th +4 +10 ft. Tier 3 22
12th +4 Ability Score Improvement +10 ft. Tier 3 24
13th +5 Extreme Lightness +15 ft. Tier 3 26
14th +5 Ability Score Improvement +15 ft. Tier 3 28
15th +5 Paradigm Feature +15 ft. Tier 4 30
16th +5 Ability Score Improvement +15 ft. Tier 4 32
17th +6 Weightlessness +15 ft. Tier 4 34
18th +6 Paradigm Feature +15 ft. Tier 4 36
19th +6 Ability Score Improvement +15 ft. Tier 4 38
20th +6 Cynosure +15 ft. Tier 4 40

Class Features

As a Myrmidon, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Acrobatics, Athletics; plus choose one additional skill.

Equipment

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

  • (a) chain mail or (b) scale mail
  • (a) two martial weapons or (b) one martial weapon and five javelins
  • (a) dungeoneer's pack or (b) explorer's pack

Focus Pool

Your training allows you to harness and shape the force of gravity through tremendous mental focus. Your ability to maintain this effort is represented by focus points. You have a number of focus points equal to twice your Myrmidon level, as shown in the Focus Points column of the Myrmidon table. You can spend these points to fuel various class features and you regain all focus points on a long rest.

Ascetic Recovery

You can tap into the reservoirs of your psyche, for a price. As a bonus action, you can spend one Hit Die to regain a number of focus points equal to the number rolled on the die plus your Intelligence modifier. At the end of your turn, you suffer one level of exhaustion. This exhaustion cannot be prevented by any means. You cannot exceed your maximum number of focus points by gaining surplus points in this way.

Crushing Blow

You can empower your attacks with increased ferocity by channeling gravity into the swing to increase its momentum. When you make a melee weapon attack using Strength, you can expend one or more focus points to deal additional damage. You can spend a total number of focus points equal to half your Myrmidon level (minimum of one) to deal an extra 1d6 damage per focus point spent. You can only use this feature once per turn, and you must choose how many focus points you want to spend before you know the outcome of the attack roll.

If you spend four or more focus points in this way, the target must succeed on a Strength saving throw (DC 10 + the number of focus points spent) or be knocked prone. Huge or larger creatures automatically succeed on the saving throw.

Lightness

At 2nd level, you begin learning how to dissociate yourself from gravity. While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any armor or clothing you are wearing, is reduced by one-quarter. You may choose to ignore this feature at any time, quickly returning to your natural weight. Your sensitivity to natural gravity means that you always know which direction is up. Unencumbered by weight, your speed increases by 5 feet.

As you are less hindered by weighty armor, you are able to move adroitly even while wearing medium or heavy armor. When you wear medium armor and are not wielding a shield, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. When you wear heavy armor and are not wielding a shield, you can add 1, rather than zero, to your AC if you have a Dexterity of 12 or higher.

This feature gains additional benefits at 9th, 13th, and 17th levels.

Improved Lightness

At 9th level, your understanding of gravity improves and your detachment from the natural law increases. While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any armor or clothing you are wearing, is reduced by one-half. You can sense minute changes in gravity, allowing you to discern your elevation above or below sea level, to within 30 feet. Further unencumbered by weight, your speed increases by an additional 5 feet, for a total increase of 10 feet.

You are even less impeded by the weight of your armor. When you wear medium armor and are not wielding a shield, you can add 4, rather than 3, to your AC if you have a Dexterity of 18 or higher. When you wear heavy armor and are not wielding a shield, you can add 2, rather than 1, to your AC if you have a Dexterity of 14 or higher.

Extreme Lightness

At 13th level, your divorce from gravity increases again. While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any armor or clothing you are wearing, is reduced by three-quarters. You can sense the texture of the gravity around you, which is unique to each plane of existence. If you have visited a plane before, you can always identify when you are back there. If you are on a plane you have never visited before, you can sense that you are on an unfamiliar plane. While the texture of the gravity may offer some clue to your location, you do not otherwise gain special knowledge of that plane. Your speed is increased by an additional 5 feet, for a total increase of 15 feet.

When you wear medium armor and are not wielding a shield, you can add 5, rather than 4, to your AC if you have a Dexterity of 20 or higher. When you wear heavy armor and are not wielding a shield, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Weightlessness

At 17th level, you can almost completely isolate yourself from the force of gravity. While you are conscious, your body, any weapon you are wielding, and any armor or clothing you are wearing is effectively weightless. You do not sink in liquids. You can walk and run as normal, but you do not exert enough pressure on the ground to cause any effect other than sound. You no longer count against the number of creatures or objects you can isolate from the effects of your disciplines. Additionally, you may spend a number of focus points equal to the spell level to ignore the effects of any spell which alters the effect of gravity (such as Levitate or Reverse Gravity, at the DM's discretion.)

Who wants to carry this for me?

Note that your Lightness feature does not effect every object with you. For example, even with Weightlessness, a backpack could cause you to sink in water. Consider using a Reduce Gravity discipline on those objects when necessary - or hand it to a companion, they love holding things!

Paradigm

At 3rd level, you choose a paradigm for your advancement. Choose from Vanguard, Centurion or Skirmisher, each detailed at the end of the class description. The paradigm you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Disciplines

Starting at 3rd level, you have access to trained forms that bend gravity to your will. These disciplines are, in essence, variations on a specialized, psionic spell which requires a somatic component to consolidate and intensify your mental energies. Unlike normal spellcasting, you do not require a free hand to perform this somatic component, but it instead involves your entire body. Thus, you are unable to cast a discipline if you are grappled, prone, restrained, or otherwise unable to freely move your body. If a discipline must be maintained with concentration, that fact appears in the Duration entry, and the discipline specifies how long you can concentrate on it. All the normal rules for concentrating on spells apply to these disciplines.

When you use a discipline that affects an area, you may choose a number of creatures or objects equal to 1 + your Intelligence modifier to completely isolate from the effects of the discipline. This number includes yourself. If the discipline requires concentration, you may choose different objects or creatures at the end of each of your turns for as long as you maintain concentration.

The effects of your disciplines do not extend beyond your range. If an affected creature or object moves out of your range the effect is ended immediately. For disciplines affecting an area, that area is a sphere centered on you with a radius equal to your range. Your Myrmidon level determines the range of your disciplines and the highest tier which you can utilize. When you gain access to higher tier disciplines at 7th, 11th, and 15th level, you gain access to all disciplines at that tier.

Level Max Tier Range
3rd 1 20 ft.
7th 2 30 ft.
11th 3 35 ft.
15th 4 40 ft.

Some of your disciplines require your target to make a saving throw to resist the ability's effect. The saving throw DC is calculated as follows:

Discipline save DC = 8 + your proficiency bonus +

your Intelligence modifier

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Combined Attack

By 7th level, you have learned how to incorporate a strike into the movements of your disciplines. When you use your action to activate a discipline, you can make a single melee weapon attack as a bonus action.

Cynosure

At 20th level, you reach the epitome of mental fitness. Tier 1 disciplines no longer require a somatic component, and Tier 1 disciplines with a casting time of 1 action can instead be cast as a bonus action. If you have half or less of your focus points remaining when you roll initiative, you can spend one Hit Die to regain a number of focus points equal to the number rolled on the die plus your Intelligence modifier.

Interaction with Magic

For the purposes of the counterspell or dispel magic spells, disciplines count as a spell cast at a level equal to the discipline's Tier. However, a traditional magic user may not be able to recognize the distinctive somatic component of your disciplines as casting a spell, at your DM's discretion. Under the effects of a detect magic spell, disciplines appear as a transmutation effect.


Your disciplines are distinctive enough that they do not generally interact with effects or abilities involving spellcasting, at your DM's discretion. For example, a Wizard cannot copy a discipline into their spellbook, nor can a Bard choose a discipline as part of Magical Secrets.

Paradigms

Myrmidons embrace different paradigms to hone their skills, each choosing to emphasize different aspects of the art. These paradigms may represent personal choices in study or the distinctive styles from different enclaves, depending on how you choose to present Myrmidons in your game.

Vanguard

Myrmidons who embrace the paradigm of the Vanguard emphasize close combat over battlefield control. Vanguards tend to fight on the front line and hold their ground even when pressed.

Fighting Style

When you choose this paradigm at 3rd level, you adopt a particular 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.

Great 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 reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Other Fighting Styles?

You may be able to use an alternate fighting style from Unearthed Arcana if your DM allows it.

Dyad Stance

By 7th level, you have learned how to integrate disciplines directly into melee combat by adopting a distinctive combat stance, known for its ready capability to quickly shift between defensive and offensive footing. Your abilities with this stance improve at 15th level.

  • You can spend 1 focus to assume a defensive footing as a bonus action, channeling gravity into a protective buffer until the beginning of your next turn. While the buffer is active you have resistance against slashing, piercing, and bludgeoning damage. At 15th level, if you use your action to cast a discipline while the buffer is active, you also gain 5 temporary hit points per tier of discipline cast.

  • If you use your action to cast a discipline, you can conduct some of that energy to add force damage the next time you hit with a weapon attack before your next turn. The extra damage is 1d8 for a tier 1 discipline, plus 1d8 for each tier above 1. At 15th level, these dice turn into d10s.

Improved Crushing Blow

By 10th level, you have learned how to strike in unexpected and novel ways with your Crushing Blow, making it more difficult to resist and sometimes even able to affect larger targets. Huge creatures no longer automatically succeed on the saving throw against Crushing Blow, but instead make the saving throw with advantage. Additionally, you gain a +1 bonus to the DC of your Crushing Blow. At 18th level, the bonus to your DC increases to +2.

Centurion

Myrmidons who follow the paradigm of the Centurion emphasize battlefield control over close combat. Centurions usually fight from just behind the front line, manipulating the combat zone and aiding allies.

Mental Resilience

At 3rd level, your study has trained you to persevere against mental fatigue. Once per day, when you have finished a short rest, you can regain a number of focus points equal to half your level plus your Intelligence modifier. You cannot exceed your maximum number of focus points by gaining surplus points in this way. Additionally, you gain resistance to Psychic damage.

Nimble Intuition

By 7th level, you have learned to anticipate and react to circumstances far quicker than others. You get a special reaction that you can use once on every round. You can only use this special reaction to activate a discipline with a casting time of 1 reaction, and you can't use it on the same turn that you take your normal reaction.

Guile

At 10th level, you have learned to be less direct in the casting and manifestation of your disciplines, often catching targets unprepared. You gain a +1 bonus to the DC of your disciplines. Additionally, when a Huge creature would automatically succeed on its saving throw against your discipline, it instead makes the saving throw with advantage. At 18th level, the bonus to your DC increases to +2.

Nonlinear Multiplication

By 15th level, you have grown so adept at bending the natural law that you can even fracture it. Your mind moves down peculiar paths and like a cracked mirror presents multiple facets allowing you to divide your disciplines without losing potency. When you use a discipline that targets only a single creature or object, you may expend additional focus points to target a second creature or object as well. The number of additional focus points required is equal to half of the original discipline's cost, rounded up.

Skirmisher

Myrmidons who embrace the paradigm of the Skirmisher emphasize mobility and adaptability over raw offensive capability. Skirmishers generally employ hit-and-run tactics to harass the enemy while keeping themselves out of harm's way.

Alacrity

When you choose this paradigm at 3rd level, you learn to combine your physical agility and mental assiduity to increase your mobility. You can spend 2 focus points to gain the following benefits until the beginning of your next turn:

  • You can take the Dash action as a bonus action.
  • You ignore difficult terrain.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You do not provoke opportunity attacks from creatures you have hit with a melee attack this turn.

Surging Strike

At 7th level, you learn a fearsome means of closing the distance between you and your foes. Crushing Blow gains an additional feature: when you spend focus points on Crushing Blow, you can jump to an unoccupied space within 5 feet of your target before rolling for your attack. The maximum number of feet you can jump in this way is equal to five times the number of focus points you allocated to Crushing Blow. Unlike a normal long jump, this jump does not cost movement nor provoke opportunity attacks.

Field Improvisation

By 10th level, you have learned how to improvise new tactics by redirecting and reshaping some of the energy you use to alter gravity. When you activate a discipline on your turn, you receive different benefits depending on the type of discipline used. These benefits increase in potency at 18th level.

  • When you use an Increase Gravity discipline, you can exploit the altered gravity to solidify your own footing. Until the beginning of your next turn, if you are moved against your will, you can reduce the distance you are moved by up to 15 feet. At 18th level, you can instead reduce the distance you are moved by up to 30 feet.

  • When you use a Decrease Gravity discipline, you can deflect some of the trimmed gravity to immediately move an object or creature 5 feet in any direction. If a creature is unwilling it can make a Strength saving throw to resist the effect. If the target is being affected by the Float discipline, it automatically fails the saving throw. At 18th level, the distance you can move an object or creature is increased to 10 feet.

  • When you use a Redirect Gravity discipline, you can commit some of the unleashed gravitational energy to immediately push yourself up to 15 feet in any direction. This movement doesn't provoke opportunity attacks. At 18th level, you can push yourself up to 30 feet instead.

  • When you use a Manipulate Gravity discipline, you harness the unstable energies to make yourself more difficult to hit, giving yourself a +2 bonus to AC until the beginning of your next turn. At 18th level, you also do not provoke opportunity attacks until the beginning of your next turn.

  • When you use an Implosive Gravity discipline, you funnel some of the force to shore up your physical defenses. You gain a number of temporary HP equal to the number of focus points used to cast the discipline. At 18th level, you can add your Intelligence modifier to the number of temporary HP you gain in this way.

Mercurial Assault

At 15th level, you learn a new way to attack from a distance while maintaining a gravitational tether to your weapon. When you take the Attack action on your turn, you can use 2 focus points to give a weapon you are wielding the Thrown property until the end of your turn. This weapon has a normal range of 30 feet and a long range of 40 feet. If you hit on a ranged attack with this weapon, you can immediately cause the weapon to fly back into your hand.

If you miss with a ranged attack, the weapon lands 40 feet away from you in the direction you threw it. As a bonus action, you may use 1 focus point to recall the weapon, pulling it through the air back into your hand. As part of this bonus action, you can make a ranged weapon attack against any one creature within a 5 foot wide line between you and where your weapon landed.

Disciplines

Although the energy for creating the following effects is psionic, Myrmidons use trained motions to facilitate their casting, much like traditional magic users use somatic components. Myrmidon magic is highly specialized in gravity control, but very versatile in the specific effects it can produce. The list below provides examples of the myriad ways gravity can be harnessed by a skilled Myrmidon.

Increase Gravity

These disciplines involve increasing local gravity to impose difficulties on your opponents.

Impede - Tier 1


  • Cost: 2 focus points
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute

You increase the weight of an object or creature within range by twice normal. The target must succeed on a Strength saving throw or its speed is reduced by half until the effect ends.


At Higher Levels. At Tier 2 you can spend an additional 2 focus points to extend the effect to the entire area in range.

Stagger - Tier 2


  • Cost: 4 focus points
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute

You increase the weight of an object or creature within range by four times normal. The target must make a Strength saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, a creature's speed becomes zero on a failed save, or it moves at half speed on a successful one. At the end of each of its turns, an affected creature can repeat the saving throw.


At Higher Levels. At Tier 3 you can spend an additional 2 focus points to extend the effect to the entire area in range.

Crush – Tier 3


  • Cost: 6 focus points
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute

You increase the weight of an object or creature within range by eight times normal. For every 1 foot the creature moves, it must spend 4 feet of movement. Also, the target must make a Strength saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, a creature is knocked prone and restrained on a failed save. At the end of each of its turns, an affected creature can repeat the saving throw.


At Higher Levels. At Tier 4 you can spend an additional 4 focus points to extend the effect to the entire area in range.

You want to do... what?

While your disciplines are given specific effects below, you may be able to use the effects in other ways if your DM allows it. For example, you might use the Redirect Gravity disciplines to attempt to run along a vertical wall like the spell Spider Climb.

Decrease Gravity

These disciplines involve reducing local gravity to aid allies or immobilize enemies.

Bounce – Tier 1


  • Cost: 1 focus point
  • Casting Time: 1 reaction, which you take when you or a creature within range of you jumps or falls
  • Duration: 1 turn

You decrease the weight of a creature within range to one-third normal, tripling their jump distance and reducing fall damage by two-thirds until the end of their turn.


At Higher Levels. At Tier 2, you can spend an additional 1 focus point per target to affect a number of creatures equal to your Intelligence modifier.

Float – Tier 2


  • Cost: 3 focus points
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute

An object or creature within range becomes essentially weightless, and floats just above the ground. The target can move only by pushing or pulling against a fixed object or surface within reach. An unwilling creature that succeeds on a Constitution saving throw is unaffected. At the end of each of its turns, an affected creature can repeat the saving throw. Creatures that are Huge or larger, or already have a flying speed, automatically succeed on the saving throw.


At Higher Levels. At Tier 3, you can spend an additional 2 focus points to extend the effect to the entire area in range.

Soar – Tier 3


  • Cost: 5 focus points
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute

You give an object or creature a flying speed of 20ft. You control the movement during your turn. An unwilling creature that succeeds on a Constitution saving throw is unaffected. At the end of each of its turns, an affected creature can repeat the saving throw. Creatures that are Huge or larger, or already have a flying speed, automatically succeed on the saving throw.


At Higher Levels. At Tier 4, you can spend an additional 3 focus points to extend the effect to the entire area in range.

Manipulate Gravity

These disciplines involve manipulating local gravity dynamically, causing it to fluctuate chaotically, finessing it deliberately, or quickly alternating its direction.

Brace – Tier 1


  • Cost: 1 focus point
  • Casting Time: 1 reaction, which you take when you or a creature within range makes a Strength or Dexterity ability check
  • Duration: Instantaneous

You can roll an additional d20. You can choose to use brace after the die has been rolled, but before the outcome is determined. You choose which of the d20s is used.

Shape – Tier 2


  • Cost: 2 focus points
  • Casting Time: 1 reaction, which you take when you or a creature within range makes an attack roll or a Dexterity saving throw
  • Duration: Instantaneous

You can roll an additional d20. You can choose to use shape after the die has been rolled, but before the outcome is determined. You choose which of the d20s is used.

Tremblor – Tier 2


  • Cost: 4 focus points
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute

The ground within range becomes difficult terrain as the ground seems to tremble while gravity fluctuates. Each creature in the affected area must succeed on a Dexterity saving throw or any additional Dexterity saving throws the creature makes are made with disadvantage until the effect ends.

Gravity Hammer – Tier 3


  • Cost: 6 focus points
  • Casting Time: 1 action
  • Duration: Instantaneous

You reverse and intensify gravity on a creature or object you can see, pulling the target 15 feet up and then slamming it back into the ground, knocking it prone and dealing 4d8 bludgeoning damage, or half as much on a successful Dexterity save, and it is not knocked prone. If a creature fails the save and hits a solid object (like a ceiling) on the way up, it takes an additional 1d8 bludgeoning damage. Creatures Huge or larger automatically succeed the saving throw.


At Higher Levels. At Tier 4, you can spend an additional 4 focus points to extend the effects to the entire area in range.

Redirect Gravity

These disciplines change the orientation of local gravity.

Push/Pull - Tier 1


  • Cost: 2 focus points
  • Casting Time: 1 action
  • Duration: Instantaneous

You redirect gravity in a line 5 feet wide, the length of your range. Creatures and objects within the line are pulled toward you, or pushed away from you (your choice) by 10 feet. A creature which succeeds on a Strength saving throw is unaffected. If pulled towards you, creatures and objects stop 5 feet away from you.


At Higher Levels. At Tier 2, you can spend an additional 2 focus points to extend the effect to the entire area in range.

Throw/Yank – Tier 3


  • Cost: 6 focus points
  • Casting Time: 1 action
  • Duration: Instantaneous

You redirect and amplify gravity in a line 10 feet wide, the length of your range. Creatures and objects within the line are pulled toward you, or pushed away from you (your choice) by 30 feet and take 2d8 force damage. A creature which succeeds on a Strength saving throw is moved only 15 feet and takes half damage. Creatures Huge or larger automatically succeed the save. If pulled towards you, creatures and objects stop 5 feet away from you. If the creature fails the save and hits a solid object which stops its movement early (such as a wall,) it takes an additional 1d6 bludgeoning damage.


At Higher Levels. At Tier 4, you can spend an additional 4 focus points to extend the effect to the entire area in range.

Overturn – Tier 3


  • Cost: 6 focus points
  • Casting Time: 1 action
  • Duration: Concentration, up to 30 seconds

You create a channel of altered gravity in any direction, even straight up. Choose two points within range. Designate one of the points the "top." The two points are connected by a 5-foot-radius cylinder of altered gravity. All creatures and objects within the cylinder that are not somehow anchored fall upward and reach the top of the cylinder when you use this discipline. 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. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

When the effect ends, affected objects and creatures fall back down.


At Higher Levels. At Tier 4, you can spend an additional 4 focus points to instead shift gravity over the entire area in range, in any direction you choose.

Implosive Gravity

These disciplines involve creating a small volume of intense gravity to tug everything around it inwards.

Choke – Tier 2


  • Cost: 4 focus points
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute

You constrict the lungs or throat of a creature with concentrated, localized gravity. The target must make a Constitution saving throw. A creature takes 2d6 force damage on a failed save, or half as much damage on a successful one. On a failed saved, the target starts choking. Huge or larger creatures automatically succeed on the saving throw. At the end of each of its turns, an affected creature can repeat the saving throw. For more information about choking, see Chapter 8 of the Player's Handbook (page 183.)

Implode – Tier 2


  • Cost: 4 focus points
  • Casting Time: 1 action
  • Duration: Instantaneous

You create a sudden, internal implosion in a creature or object you can see. The target must make a Constitution saving throw. It takes 4d6 force damage on a failed save, or half as much damage on a successful one.


At Higher Levels. At Tier 3, you can spend additional 2 focus points to increase the damage by 2d6. At Tier 4, you can spend another additional 2 focus points to increase the damage by another 2d6, to a maximum of 8d6 force damage.

Singularity – Tier 4


  • Cost: 10 focus points
  • Casting Time: 1 action
  • Duration: Concentration, up to 30 seconds

Gravity is greatly amplified and concentrated on a point within range, creating a dark sphere about the size of a marble. Everything within 20 feet of the sphere is violently pulled towards it until the effect ends. All creatures and objects that are not anchored to the ground in the area are pulled inward and reach the center point when you use this discipline. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the pull.

Each time a creature starts its turn within 5 feet of the center point, the creature must succeed on a Constitution saving throw or take 8d6 force damage and become incapacitated until the start of its next turn, when it must repeat the saving throw. A creature that succeeds on its saving throw takes half as much damage and isn't incapacitated. A Huge or larger creature automatically succeeds on the Constitution saving throw.

In this area, for every 1 foot a creature moves, it must spend 4 feet of movement.

A Metagame Message From the Author

Thank you for reading this far. I hope you enjoy playing this class, or at least find some interesting ideas to adapt. The primary inspirations for this class are Star Wars, Mass Effect, and Avatar: The Last Airbender, but you'll find some anime and fantasy tropes in the mix as well. Good luck, and have fun!