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, Shattering Fall 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Voyage Feature 7th +3 Repel Missles 8th +3 Ability Score Improvement 9th +4 Void Recovery 10th +4 Voyage Feature 11th +4 Forceful Collisions 12th +4 Ability Score Improvement 13th +5 Steadfast (Improved) 14th +5 Voyage Feature 15th +5 Repel Missles (Improved) 16th +5 Ability Score Improvement 17th +6 Shattering Lift 18th +6 Relativity 19th +6 Ability Score Improvement 20th +6 Spatial Obliteration 1

Class Features As a Graviton, you gain the following class features Hit Points Hit Dice: 1d10 per graviton level

1d10 per graviton level Hit Points at 1st Level: 10 + your Constitution modifier

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

All armor, Shields Weapons: Simple weapons, Martial weapons

Simple weapons, Martial weapons Tools: None Saving Throws: Strength, Constitution

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.

: 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. Cancel Out : You may expend 2 or more graviton points to cast the Levitate spell as an action requiring no material components. You may increase the amount of weight the spell can lift by 500 pounds for every additional point spent.

: You may expend 2 or more graviton points to cast the Levitate spell as an action requiring no material components. You may increase the amount of weight the spell can lift by 500 pounds for every additional point spent. 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.

: 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.

: 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. Ground Pound : Whenever you make an attack verses a prone creature. You treat your weapon attacks as critical hits on a roll of a 19 or 20. You may expend 3 graviton points to maximize the damage of a critical hit when meeting the above requirements.

: Whenever you make an attack verses a prone creature. You treat your weapon attacks as critical hits on a roll of a 19 or 20. You may expend 3 graviton points to maximize the damage of a critical hit when meeting the above requirements. 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.

: 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 1/2 your graviton level + your Constitution modifier in temporary hit points. Veiling yourself in a wreath of antigravity to possibly cause attacks to be repelled.

: You may expend 2 graviton points to take the dodge action as a bonus action on your turn and gain 1/2 your graviton level + your Constitution modifier in temporary hit points. Veiling yourself in a wreath of antigravity to possibly cause attacks to be repelled. Returning Hurl : Weapons without the thrown property retain their damage, your proficiency bonus to hit and have a range of 20/60 feet if thrown. 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 may expend an additional graviton point to not suffer disadvantage by throwing a weapon beyond its first range increment.

: Weapons without the thrown property retain their damage, your proficiency bonus to hit and have a range of 20/60 feet if thrown. 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 may expend an additional graviton point to not suffer disadvantage by throwing a weapon beyond its first range increment. Unstoppable Juggernaut: You may expend 1 graviton point when you move at least 10 feet in a straight line this turn. A creature that becomes adjacent to you in your path must make a Strength saving throw. On a failed save, that creature is knocked prone and you can travel through the space(s) they occupy as if it were difficult terrain. If you traveled 30 feet or more in a straight line, you may expend a second graviton point. Creatures now cannot take reactions until the end of your turn if they fail the saving throw. You now ignore difficult terrain caused by this ability. If you took the dash action and traveled 60 or more feet in a straight line this turn, you may expend a third graviton point. From now until you stop moving in a straight line this turn, creatures, objects or structures that come within 5 feet of you take 1d6 thunder damage. Creatures medium size or smaller now make the Strength save a disadvantage. If you took two dash actions this turn and traveled 90 feet or more in a straight line, you may expend a fourth and final graviton point. Creatures subject to the thunder damage must make a Constitution saving throw or become deafend for 1d4 rounds. The thunder damage increases to 3d6. 2

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. At 13th 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. 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. Shattering Fall Beginning at 3rd level, you can use your reaction and 1 graviton point to take no damage from a fall and land on your feet. For every 50 feet you fall you may expend an additional graviton point. Creatures and objects on the ground within 5 feet of where you land take the damage you would have taken had you fallen normally from such a height and are blown 10 feet away and knocked prone. That area then becomes difficult terrain. A successful Dexterity saving throw reduces this damage by half, does not knock them prone and only pushes them 5 feet away. The affected area increases by 5 feet for every graviton point spent after the first. 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. Repel Missles Starting at 7th level, you may use your reaction to deflect or repel a missle when you are hit by a ranged weapon attack. When you do, you reduce the damage taken by 1d10 + your graviton level + your Constitution modifier. If this would reduce the damage to 0 and the missle was small enough to hold in one hand. You may expend 1 graviton point as part of that same reaction to make a ranged attack with the weapon or piece of ammunition. You are considered proficient in the weapon thrown and it has the same range as when fired. At 15th level, the projectile you repel no longer has to be small enough to hold in one hand to try and throw it back. Void Recovery Beginning at 9th level once per long rest, when you finish a short rest, you may expend one hit die as if you were regaining hit points. Instead you regain a number of graviton points equal to the die result plus your Constitution modifier, up to your maximum alloted points. This is in addition to your normal gravity pool recovery option. 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 force damage. Shattering Lift Starting at 17th level, once per long rest you may spend an action and 9 graviton points and slam your fist into the ground. Doing so allows you to cast the reverse gravity spell centered on yourself, requiring no material components. You may use this ability in conjunction with Shattering Fall upon striking a solid surface. Possibly causing damage to those that just hit the solid surface. Relativity Starting at 18th 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. Magic based gravity effects only affect you if you allow them too. Spatial Obliteration At 20th level, you have mastered gravity to the point of creating a tear in space time for but an instant. Wrecking havoc on anything within. As an action, once per long rest, you may expend 12 graviton points and choose either a 60 foot line emanating from you or a 15 foot radius adjacent to you. Anything caught in either emenation you chose takes 15d10 force damage. A successful Constitution saving throw reduces this damage by half. 3

If a creature or object is adjacent to the emenation of this ability, they must make a Strength or Dexterity saving throw (thier choice) to not be pulled into the effect. Thus suffering the damage. 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. Power Cleave At 6th level, as an action you may target one or more creatures with one melee attack. The target(s) of this attack must be within your reach and be adjacent to at least one other target of this attack if any. You roll your attack with a -5 penalty and compare the result to the AC of each target. Roll damage once and apply it to each target hit. You can spend up to 5 graviton points before you make this attack. For each point spent, reduce the penalty to hit by -1 or add 1d8 force damage to the damage roll. You can only gain advantage on this attack if you have advantage on all of the targeted creatures. 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 2 graviton points 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. In addition, if you have the ground pound gravity manuever, you treat your weapon attacks as critical hits on a roll of an 18-20 on prone targets. If you have the crushing stroke gravity maneuver and at least half of your graviton points remaining rounded down. The cost to use that ability is reduced by 1. 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 and slashing. You need not be conscious for this ability to function. In addition, as a reaction, you may spend 3 graviton points to turn a critical hit into a normal hit. Credit: thedurrrrian.deviantart.com 4