Secrets of Gravity Abridged
Secrets of Gravity Abridged
Secrets of Gravity Abridged
Page Content
3 Races
6 Subclasses
12 Spells
16 Items
18 Weapon Infusions
20 Thank You & License
Foreword
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 force 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 started in 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, in all its forms. Use it wisely fellow seeker of truth, if you do not wish to be crushed by it.
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 2022
MonkeyDM. All Rights Reserved
Races
Art by Warmtail
Once you use this trait, you can't use it again until you finish
a long rest.
GM Note.
You can replace the fire damage that this race deals to radiant
damage to fit the star theme as well.
Race: Voidborn
Art by Warmtail
Subclasses
Fighter: Gravity Knight Decrease gravity. Your jump distance is multiplied by 6.
You ignore difficult terrain and fall damage, have advantage
Weaving the gravitational fields around them, gravity knights on Dexterity saving throws, and gain a +2 bonus to your AC.
are tremendous fighters. Known for being able to switch in In addition, once per use of this ability, as a reaction when
and out of aggressive and defensive fighting styles, they you are about to take damage from a weapon attack, you can
represent a formidable foe. Their formation requires peering diminish the impact it has on you, reducing the damage by
into the endless void to grasp its powers, altering their being. an amount equal to 2d10 + your proficiency bonus.
Constellation Footfalls
When you choose this tradition at 3rd level, your
connection to the stars makes it so you leave
constellations behind you in the places you stop. At
the end of each of your turns, or right after using
your Step of the Wind ability, you may choose to
leave a Starpoint at your current location. The
Starpoint lasts for 1 minute or until you choose to
dispel it (no action required). You can only have 5
Starpoints active at any time, all Startpoints vanish
if you attempt to create a 6th one. Once per turn,
you may choose to spend 1 Ki point to teleport to
any Starpoint that is is within 30 feet of you, or within
30 feet of another Starpoint (as long as you are within 30
feet of a Starpoint yourself). Whenever you teleport to a
Starpoint, you gain temporary hit points equal to your
Wisdom modifier, as the light surrounds and protects you.
Starstep
By the 6th level, you've learned to alter your movement in
such a way that resembles shooting stars. When you use
your Constellation Footfalls or Step of the Wind ability,
you may choose to use one of the following abilities.
Art by Grandfailure
Metamagic Option Feats of Gravity
Heavy Spell Free Soul
When you cast a spell that deals damage, you can spend 1 You have learned to partially detach your body from the pull
sorcery point to force one creature affected by it to make a of gravity, granting you the following benefits:
Strength saving throw against your spell save DC. On a
failure, its speed is reduced to 0 until the start of your next Your movement speed increases by 10 feet.
turn.
Your jump distance is doubled.
You can use Heavy Spell even if you have already used a
You can take the Dash action as a bonus action. If you do,
different metamagic option during the casting of the spell.
you start hovering a few inches above the ground, ignoring
difficult terrain until the end of your turn. If you fall 10 feet
or more, the hovering ends.
Weapon of Burial
You can increase the force of gravity applied on your foes.
You gain the following benefits:
When you strike, you can cause gravity to increase with each
of your blows. When you make a weapon attack against a
creature, you can cause its speed to be reduced by 5 feet
until the start of your next turn each time you hit it.
Spells
Spells by level Pressure Cage
2nd-level transmutation (Sorcerer, Warlock, Wizard)
Cantrips Casting Time: 1 action
Range: 60 feet
Gravity Whip Components: V, S, M (a shard of ball and chain)
Evocation Cantrip (Sorcerer, Warlock, Wizard) Duration: 1 hour
At Higher Levels. This spell’s damage increases by 1d4 At Higher Levels. When you cast this spell using a spell
when you reach 5th level (2d4), 11th level (3d4), and 17th slot of 3rd level or higher, the radius increases by 5 feet for
level (4d4). each slot level above 3rd.
Casting Time: 1 action Casting Time: 1 reaction (that you can take when you fall or
Range: 60 feet see a creature within range fall)
Components: V, S Range: 30 feet
Duration: Instantaneous Components: S, M (a small mushroom)
Duration: Instantaneous
You fire a projectile of condensed gravitational force towards
a creature you can see within range. Make a ranged spell As a reaction to falling or to seeing a creature fall, you can
attack, on a hit the target takes 2d8 force damage and is enhance its velocity, causing the area where it falls to crack
pulled 15 feet in a straight line towards you. under pressure. When the creature reaches the ground, it
takes falling damage as normal, then it, and all other
creatures within a 15-foot radius of it, must make a Dexterity
2nd level spells saving throw, taking 4d8 magical bludgeoning damage on a
failure and half on a success. If the creature lands directly
Graviturgic Smite onto another creature, it instead bounces up 5 feet before
2nd-level evocation (Paladin) landing next to it and taking no fall damage. All other
creatures must make the saving throw, taking 6d8 instead of
Casting Time: 1 bonus action 4d8 magical bludgeoning damage on a failed save and half
Range: Self on a success.
Components: V
Duration: Concentration, up to 1 minute At higher levels: When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d8 for each
The next time you hit a creature with a weapon attack before slot.
this spell ends, you can add gravitational strength. The
attack deals an extra 2d6 magical bludgeoning damage to
the target, which must succeed on a Constitution saving Meteorite
throw or have its movement speed reduced to 10 feet until 3rd-level conjuration (Druid, Ranger, Sorcerer, Wizard)
the spell ends.
Casting Time: 1 action
At higher levels: When you cast this spell using a spell slot Range: 60 feet
of 3rd level or higher, the initial extra damage dealt by the Components: V, S
attack increases by 1d6 for each slot. Duration: Concentration, up to 3 rounds
If the target lands on another creature, that creature must At Higher Levels. When you cast this spell using a spell
make a Dexterity saving throw or take [7 x the size slot of 6th level or higher, you can target one additional
difference between the flung creature and the landing pad creature to be pulled by the same singularity for each slot
creature] bludgeoning damage (minimum of 7 damage), or level above 5th.
half as much on a successful save.
At Higher Levels. When you cast this spell using a spell 6th level spells
slot of 5th level or higher, the flung creature takes an
additional 1d10 bludgeoning damage and travels 10 Anti-gravity step
additional feet for each slot level above 4th. 6th-level transmutation (Bard, Sorcerer, Wizard)
Example: If the flung creature is Huge and the creature it lands Casting Time: 1 action
on is Medium, there are 2 sizes of difference, so 7*2=14 Range: Touch
bludgeoning damage, and the flung creature continues being Components: V, S
knocked back. In contrast, if the flung creature is Medium and Duration: 10 minutes
lands on a Huge creature, the Huge creature only takes 7
bludgeoning damage and the Medium creature stops moving. You touch a creature. For the duration, it gains a flying speed
equal to its walking speed and can hover.
Star chart At Higher Levels. When you cast this spell using a spell
4th-level conjuration (Druid, Ranger, Wizard) slot of 7th level or higher, you can target one additional
creature within 5 feet of you for each slot level above 6th.
Casting Time: 10 minutes
Range: 10 miles
Components: V, S, M (a shiny pebble)
Duration: 1 hour
Tapping into the power of the stars, you remove all clouds
and create a perfectly clear sky in a 50-mile radius. For the
next hour, you have advantage on all Wisdom (Survival)
check to navigate an area, magical or not and on all Wisdom
(Nature) checks in regards to flora and fauna in the area.
Art by Grandfailure
7th level spells
Crush
7th-level evocation (Sorcerer, Warlock, Wizard)
At Higher Levels. When you cast this spell using a spell slot
of 8th level or higher, you can target one additional creature
within range for each slot level above 7th.
Arrow Downpour
Requirement: ranged weapon
Waves of Gravity
Requirement: melee weapon with the Heavy property
Cheers !
Secrets of Gravity Magic Copyright 2021, MonkeyDM Publishing SRL; author Evan Mascaro
END OF LICENSE