Abridged - Secrets of Gravity Magic
Abridged - Secrets of Gravity Magic
Abridged - Secrets of Gravity Magic
Content Page
Foreword 3
Subclasses 4
Feats 8
Spells 9
Thank You 13
License 15
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue,
plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game
Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this MonkeyDM game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other
than the material designated as Open Game Content may be reproduced in any form without written permission.
Secrets of Gravity Magic is published by MonkeyDM under the Open Game License version 1.0a. Copyright 2020 MonkeyDM. All
Rights Reserved
2
For most gravity is an escapable force, an unyielding master, that will keep them down no matter how much they struggle. But
for a rare few, gravity is a tool, a powerful creation capable of destroying armies and repelling danger. For a few rarer still, gravity is
merely a toy, a toy that they can choose to ignore, as they walk the skies freed from earthly problems.
This compendium is the culmination of years of research that I have started since my youth, from primordial titans, so heavy
that gravity bends to them, to wizards in their high towers fascinated by research that will bring them ever closer to godly powers.
This compendium contains everything I have gathered regarding gravity magic, under all its forms.
Use it wisely fellow seeker of truth, if you do not wish to be crushed by it.
Damari Mobra
3
Weaving the gravitational fields around them, gravity knights At 7th level, You have a control over the gravity surrounding
are tremendous fighters. Known for being able to switch in you, allowing you to walk freely along any solid surface. You
and out of aggressive and defensive styles of fighting, they gain the ability to move up, down, and across vertical
represent a formidable foe. Their formation requires peering surfaces and upside down along ceilings, while leaving your
into the endless void to grasp its powers, altering their being. hands free. You also gains a climbing speed equal to its
walking speed.
You learn to manipulate the gravity field around you. Starting
at 3rd level as a bonus action choose one of the power You've learned to exercise greater control on the gravity
described below, it affects you for 10 minutes. around you. At 10th level, each power of your Manifest
Potential ability is altered as described below.
Decrease Gravity: Your jump distance is tripled, you
ignore difficult terrain, have advantage on dexterity saving Decrease gravity Your jump distance is multiplied by 6,
throw and your AC increases by 1 as you are more nimble. you ignore difficult terrain and fall damage, have
advantage on dexterity saving throw and your AC
Increase Gravity: You have advantage on athletics checks increases by 2. In addition once per use of this ability, as a
for grappling and your attacks are heavier, when you deal reaction when you are about to take damage from a
damage to a creature with a melee weapon attack, you weapon attack, you can diminish the impact it has on you,
deal an additional 1d4 bludgeoning damage. In addition reducing the damage by an amount equal to 2d10 + your
the area in a 5ft radius centered on you is considered proficiency bonus.
difficult terrain.
Increase gravity You have advantage on athletics checks
You can use this ability twice per short rest. At level 10 you for grappling, when you deal damage to a creature with a
use this ability 3 times per short rest. melee weapon attack, you deal an additional 1d4
bludgeoning damage. In addition the area in a 15 feet
radius around you difficult terrain, and any hostile
creature that starts their turn in that area must succeed a
Strength saving throw (DC: 8 + your Consititution
Modifier + your proficiency bonus) or take bludgeoning
damage equal to your proficiency modifier, as the gravity
crushes them. Once per use of this ability, as a reaction to
dealing damage with a melee weapon attack, you can
augment the damage dealt by 2d10 + your proficiency
bonus.
In addition you can now switch between each power using
a bonus action.
At 15th level, as part of using action surge, you can force all
creatures of your choice in a 30 feet radius around you to
succeed a Strength saving throw (DC: 8 + your Consititution
Modifier + your proficiency bonus) or be pulled in a straight
line in an empty space adjacent to yours.
Beginning at 18th level, you can unleash the power held
within you. Choose a point of impact on the ground that can
see within 120 feet of you. You leap in the air 300ft and crash
down speeding past terminal velocity. All creatures other
than you in a 30 feet radius centered on the point of impact
must succeed a Dexterity saving throw or take 8d10
bludgeoning damage, or half as much on a success, as you
crash in a fashion akin to a meteor.
You can use this ability once per short or long rest.
4
Born with the potential of graviturgy within them. These
sorcerers see the shackles that gravity puts on the world and At level 6, as an action, you can generate a powerful gravity
are able to alter them. Wielding their innate powers they can well. Choose a creature within 60 feet of you, it must succeed
free themselves and others from this burden, and inflict pain a Strength saving saving throw, or be pulled in a straight line
upon those who get in their way. to a point within 60 feet of it that you can see. If it ends this
movement on a solid surface it takes 1d6 bludgeoning
damage for each 10 feet traveled, and falls prone. If creatures
You learn additional spells when you reach certain levels in are on the gravitational path of your target, they must
this class, as shown on the Shard of Attraction Spells table. succeed a Dexterity saving throw against your spell save DC,
Each of these spells counts as a sorcerer spell for you, but it or take 1d6 bludgeoning damage and be knocked prone.
doesn’t count against the number of sorcerer spells you know. You can use this ability once per short or long rest, or until
Whenever you gain a sorcerer level, you can replace one you expend a 2nd level spell slot to use it again.
spell you gained from this feature with another spell of the
same level. The new spell must be a evocation or a
transmutation spell from the sorcerer, warlock, or wizard At 14th level, you can perfectly control the effect that gravity
spell list. exerts on your body. You can ignore fall damage and your
movement speed increases by 15 feet. In addition you gain a
flying speed equal to your walking speed.
Sorcerer level Spells
1st feather fall, fall*
3rd spider climb, levitate Beginning at 18th level, You learn the spell bury *, it is a
sorcerer spell for you and it doesn't count against against the
5th fly, dampen gravity* number of sorcerer spells you know. In addition you can cast
7th resilient sphere, gravity barrier*, the spell by expending 9 sorcery points, if you do so you can
select any number of creatures of your choice to escape the
9th telekinesis, pull of singularity* shackles of gravity and not be affected by the spell (yourself
included).
*Spells from Secrets of Gravity Magic
Also at 1st level, you can partially ignore the shackles of
gravity. You gain the ability to hover a few inches off of the
ground. You can ascend and descend as part of your When you cast a spell that deals damage, you can spend 1
movement. You can’t hover a foot or more above the ground, sorcery point to force one creature affected by it to make
and fall if you are above that height. If you were to be Strength saving throw against your spell save DC or have its
knocked prone while hovering, you are instead made to stand speed reduced to 0 until the start of your next turn.
on the ground.
In addition you learn the Heavy spell Metamagic, it doesn't You can use heavy spell even if you have already used a
count against the number of metamagics you know. different metamagic option during the casting of the spell.
5
You have learned to partially detach your body from the pull You can increase the force of gravity applied on your foes, you
of gravity, granting you the following benefits: gain the following benefits:
Your speed increases by 10 feet. Your Constitution, Charisma, Intelligence or Wisdom
score increases by 1 to a maximum of 20.
Your jump distance is doubled.
When you strike you can cause gravity to increase with
You can dash as a bonus action. If you dash, you start each of your blows. When you make a weapon attack
hovering a few inches above the ground ignoring all against a creature, you can cause its speed to be reduced
difficult terrain until the end of your turn, if you fall 10 feet by 5 feet until the start of your next turn every time you
or more the hovering ends. deal damage to it.
6
Gravity Whip (druid, sorcerer, warlock, wizard)
Fall (sorcerer, wizard)
Pressure Cage (bard, cleric, druid, sorcerer, warlock,
wizard)
Dampen Gravity (sorcerer, warlock, wizard)
Fling (wizard)
Gravity Barrier (bard, cleric, druid, sorcerer, warlock,
wizard)
Pull of Singularity (bard, sorcerer, wizard)
Anti-Gravity Step (sorcerer, warlock, wizard)
Crush (sorcerer, warlock, wizard)
Bury (druid, sorcerer, warlock, wizard)
Oppose (cleric, druid, sorcerer, warlock, wizard)
7
4th level evocation
(sorcerer, warlock, wizard)
Evocation Cantrip
(sorcerer, warlock, wizard) Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S
Range: 10 feet Duration: Instantaneous
Components: S Choose one creature within range, it is impacted by a
Duration: Instantaneous devastating gravitational force and must make a Strength
Make a melee spell attack against a creature within range, on saving throw. On a failed save takes 6d10 bludgeoning
a hit it takes 1d4 bludgeoning damage and is pushed 10 feet damage and is knocked back 120 feet. The knock back stops
in a straight line in any direction of your choice. In addition early if the creature hits a solid surface or a creature of its
its speed is reduced by 5 feet until the start of your next turn. size or larger. On a successful save a creature takes half as
much damage and isn’t knocked back.
At Higher Levels. This spell’s damage increases by 1d4 If the target lands on another creature, that creature must
when you reach 5th level (2d4), 11th level (3d4), and 17th make a Dexterity saving throw or take [7 x the size difference
level (4d4). between the flung creature and the landing pad creature]
bludgeoning damage, to a minimum of 7 damage, or half as
much on a successful save.
At Higher Levels. When you cast this spell using a spell slot
2nd level transmutation of 5th level or higher, the flung creature takes an additional
(sorcerer, warlock, wizard) 1d10 bludgeoning damage and travels 10 additional feet for
each slot level above 4th.
Casting Time: 1 action
Range: 60 feet (10 feet radius)
Components: V, S, M (a shard of ball and chain)
Duration: 10 minutes Example: if the flung creature is Huge and the creature it lands
on is Medium, there are 2 sizes of difference, so 7*2=14
Select a point within range. In a 10 feet radius centered on bludgeoning damage, and the flung creature continues being
that point the gravity increases ,causing immense pressure to knocked back. In contrast if the flung creature is medium, and
be applied to all within. When a creature enters the area for lands on a Huge creature, the Huge creature only takes 7
the first time on a turn or starts its turn there, it must
succeed a Strength saving throw or have its speed reduced to bludgeoning damage and the medium creature stops moving.
0. On a successful save the creature can move freely.
On subsequent turns as a bonus action, you can move the
sphere up to 20 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the radius increases by 5 feet for each
slot level above 3rd.
8
4th level evocation 6th level transmutation
(Sorcerer, Wizard) (Bard, Sorcerer, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S Components: V, S
Duration: Concentration, up to 10 minute Duration: 1 hour
You create a wall of increased gravity on the ground at a point Touch a creature, it gets flying speed equal to its walking
you can see within range. You can make the wall up to 30 feet speed and can hover.
long, 10 feet high, and 1 foot thick, or you can make a ringed
wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. At Higher Levels. When you cast this spell using a spell slot
The wall vanishes when the spell ends. The wall’s space is of 7th level or higher, you can target one additional creature
difficult terrain. for each slot level above 6th.
Any ranged weapon attack that passes through the wall’s
space automatically fails, and other ranged attacks have
disadvantage. Any creature that tries to pass through the
wall’s space must succeed a Strength saving throw or take
4d8 bludgeoning damage and be knocked prone.
9
A massive thank you to all my
patrons !
Thank You !
A big thank you to all of those who follow and
support me, without you I couldn't have brought
this project to life.
Cheers !
10
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