The Path of the Meteor

by Candurill

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Primal path:

Path of the Meteor

"They say it was a spectacular show of lights, as if a meteor had come down and was dashing across the battlefield. The earth quaked and the mountains shook as this individual brought down the very might of the heavens upon their enemies. The result of which can still be seen, look at these craters, and the bodies around it...No ordinary person did this...at least, not one from this world..."

--Investigator's report on the site of a massacre.

In the comsos, there exists a rare kind of warrior known for their immense power over the most basic of natural forces: Gravity. These fierce warriors draw their strength from the celestial heavens above and the unseen particles that cause large and dense objects to attract others. When they rage, they become living meteors, influence their density, manipulating the very fabric of space around them. They are living celestial bodies, and their path is a blazing trail through the universe, leaving foes bewildered and in awe of their cosmic might.

Subclass Features

Level Feature
1st Variable Density, Gravitational Force
6th Comet's Momentum
10th Astral Interception
14th Meteor Impact

Variable Density

Starting at 3rd level you gain the ability to either halve or double your weight as a bonus action. When you activate your rage, you can use the same bonus action to use this ability. The effect lasts until you choose to deactivate it, until you activate the other effect or until you lose consciousness.

  • If you halve your weight, your long jump and high jump distance becomes 5ft times your Strength modifier and you gain advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
  • If you double your weight you becoming immune to forced movement.

Gravitational Force

Starting at 3rd level, when you activate your rage, you exude your own gravitational force. Creatures within 15 feet of you must spend double movement to move away from you. If you use your bonus action to increase your density, all creatures around you must make a Strength saving throw or be pulled 5ft towards you upon activation. You can repeat this activation every turn as a bonus action.

Comet's Momentum

At 6th level, you can use the momentum of your movement to deal more damage. While raging, you can use your bonus action to gain Comet's Momentum. This effect lasts until the end of your turn. You can use this feature a number of times equal to your proficiency modifier every time you activate a rage. During this time:

  • Any movement you make (walking, swimming, flying, or falling) does not provoke opportunity attacks.
  • All creatures within 5 feet of your path must succeed on a Strength saving throw or be pulled 10 feet in the same direction you are traveling.
  • If you take the Attack action after moving in a straight line, you can deal an additional 1d8 force damage for every 10ft you traveled. At 14th level this becomes 1d10 per 10ft.

Astral Interception

Beginning at 10th level, you gain the ability to further manipulate gravitational forces while raging. While raging, you can use your reaction in two ways:

  • When a creature within 10 feet of you is targeted by an attack, you can use your reaction to cause the attack to target you instead. For ranged attacks, the projectile is directed towards you. For melee attacks targeting a Large or smaller creature, they must succeed on a Strength saving throw or be pulled to a free space that puts you within their range, and the attack hits you instead.

  • You can use your reaction to halt a fall for you and a number of other creatures equal to your Constitution modifier (minimum of 1). You and the affected creatures stop mid-air until the end of your next turn, after which you all start falling anew.

Meteor Impact

At 14th level, you've unlocked the true potential of your gravitational prowess. When you activate while you are raging and increase your density using the Variable Density feature, you can choose to enter a state of immense gravity, increasing your influence over the battlefield. This empowered state lasts for one minute or until your rage ends. You can use this ability once, and you must finish a long rest before using it again.

  • Enhanced Gravity Aura: Your gravity aura now extends in a 30-foot radius around you when you activate this ability. Upon activation, all creatures within this radius must make a Strength saving throw or be pulled 15 feet toward you.

  • Cosmic Fury: While in this enhanced state, you harness the celestial forces to strengthen your melee attacks. You can add your Constitution modifier to the attack and damage rolls for melee attacks.

Additionally, if you fall from a height of at least 10 feet during this effect, you create a powerful Meteor Impact:

  • Meteor Impact: All creatures within 20 feet of your landing point must succeed on a Dexterity saving throw or take 5d10 force damage, plus an additional 1d10 force damage for every 10 feet you fell and be knocked prone. If they fail the save, they take half damage but are not knocked prone. You are immune to the fall damage caused by this impact.

Art credit

First page right: James Garcia


Second page bottom: GreenLemonMaria

 

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