Secrets of Gravity Magic
Secrets of Gravity Magic
Page                                                  Content
                         3                                                     Races
                         7                                                  Subclasses
                        17                                                     Spells
                        23                                                     Items
                        27                                             Weapon Infusions
                        29                                           Bonus: Bardic Options
                        37                                           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.
Nova Subrace
Ability Score Increase. Your Wisdom score increases by 1.
Once you use this trait, you can't use it again until you finish   Race: Voidborn
a long rest.                                                       The darkness of the heavens birthed the stars, yet left behind
                                                                   a somber secret. The void, a hungering entity that feeds on
                                                                   the very light that gave life to many worlds. Voidborns are
GM Note.                                                           shards of the Void, beings of astral power and knowledge.
You can replace the fire damage that this race deals to radiant    They appear throughout worlds, sometimes as independant
damage to fit the star theme as well.                              creatures, other times as agents of the void, trying to
                                                                   propagate its will.
                                                                   Traits
                                                                   Ability Score Increase. Your Charisma score increases by 2.
Subraces. Voidborns are born with varying powers,                  Worm Hole. Starting at 3rd level, you can step into the
separating them in 3 sub-races: Boundless, Sundered and            hidden paths created by the void. You can teleport up to 25
Demise. The DC for abilities given by the subraces is equal        feet to an unoccupied space that you can see as a bonus
to 8 + your proficiency bonus + your Charisma modifier.            action. Once you use this trait, you can't use it again until you
                                                                   finish a short or long rest.
                                                                   Demise Subrace
                                                                   Ability Score Increase. Your Constitution score increases
                                                                   by 1.
                                                                   Once you use this trait, you can't use it again until you finish
                                                                   a short or long rest.
Subclasses
Barbarian:
Path of the Falling Star
These barbarians exert control over gravity in order to
enhance themselves in battle. Able to drag foes towards
them and to shatter the earth, there is no running away from
them. The most adept of this path receive the honorific name
“starscourge”, as they are said to possess the power to stop
the stars.
Gravitational Pull
Starting at 3rd level, while you are raging, you can summon
a wave of gravity that attract foes to you. As a bonus action,
choose a creature within 60 feet of you. They must succeed
on a Strength saving throw (DC = 8 + your Proficiency bonus
+ your Constitution Modifier) or be pulled 20 feet in a
straight line towards you. Alternatively, on a failed save you
can choose to knock the target prone instead.
Earthward Reinforcement
Starting at 6th level, as part of entering a rage, you can rip
apart the earth to empower yourself. Choose one of the
following effects, it lasts until your rage ends.
Unbound Movement
At 10th level, you can untether your body from the call of
gravity. When you do so, you cast the fly spell, without using
a spell slot or material components. Constitution is your
spellcasting ability for the spell. In addition, you become
immune to fall damage.
After you cast the spell in this way, you can’t do so again until
you finish a short or long rest.
Gravity Wave
At 14th level, starting at 14th level, instead of one target, you
can choose to have your Gravitational Pull ability target all
creatures of your choice in a 30-foot cone in front of you, in
the form of a massive pulse-wave. You can only choose one
effect at a time (pull or prone), it applies to all targets.
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.
Singularity Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Singularity
Spells table. The spell counts as a ranger spell for you, but it
doesn't count against the number of ranger spells you know.
Anchor
At 3rd level, as a reaction to a creature marked by your
hunter’s mark spell moving or teleporting within 60 feet of
you, you can attempt to lock them in place. The creature
must succeed on a Strength saving throw against your spell
save DC or have the teleport fail, and have their speed
reduced to 0 until the start of your next turn.
You can use this ability once per casting of the hunter’s mark
spell, or until you expend a spell slot of 1st level or higher to
use it again.
Gravitational Weaponry
Also at 3rd level, when you attack with a weapon, you can
use your control over gravity to help you wield it with more
accuracy and power. You can use your Wisdom modifier,
instead of Strength or Dexterity, for the attack and damage
rolls you make with weapons.
Tugging Singularity
At 7th level, you can maneuver around the battlefield at
breakneck speeds. As a bonus action, you can create a
gravitational singularity at a point within 30 feet of you that     Crushing Presence
you can see. You are instantly pulled to its space in a straight
                                                                    At 15th level, you can unleash a terrifying wave of crushing
line. This doesn't count against your movement. If you are
                                                                    gravity. As an action, all creatures of your choice within 30
grappled or restrained, this effect fails.
                                                                    feet of you must succeed on a Strength saving throw against
You can use this ability a number of times equal to your            your spell save DC or be incapacitated, knocked prone, and
Wisdom modifier before needing to take a short or long rest.        have their speed reduced to 0 until the end of your next turn,
                                                                    as the gravity crushes them to the ground.
Ramming Impact                                                       You can use this ability once per long rest.
Starting at 11th level, your blows alter the gravitational
fabric around your targets. Once per turn, when you deal
damage to a creature, you can create a temporary disruption
of gravity, inflicting an additional 1d8 magical bludgeoning
damage. You can then choose to push the creature 10 feet in
a straight line in a direction of your choice.
Sorcerer: Shard of Attraction
Born with the potential of graviturgy within them, these
sorcerers see the shackles that gravity puts on the world and
are able to alter them. Wielding their innate powers, they
can free themselves and others from this burden, and inflict
pain upon those who get in their way.                              In addition, you learn the Heavy Spell Metamagic option. It
                                                                  doesn't count against the number of Metamagic options you
Graviturgic Spells                                                know.
You learn additional spells when you reach certain levels in
this class, as shown on the Shard of Attraction Spells table.     Inexorable Attraction
Each of these spells counts as a sorcerer spell for you, but it   At 6th level, as an action, you can generate a powerful gravity
doesn’t count against the number of sorcerer spells you           well. Choose a creature within 60 feet of you. It must
know.                                                             succeed on a Strength saving saving throw or be pulled in a
                                                                  straight line to a point within 60 feet of it that you can see. If
Whenever you gain a sorcerer level, you can replace one           it ends this movement on a solid surface, it takes 1d6
spell you gained from this feature with another spell of the      bludgeoning damage for each 10 feet traveled and falls
same level. The new spell must be an evocation or a               prone. If creatures are in the gravitational path of your
transmutation spell from the sorcerer, warlock, or wizard         target, they must succeed on a Dexterity saving throw
spell list.                                                       against your spell save DC, or take 1d6 bludgeoning damage
                                                                  and be knocked prone.
Shard of Attraction Spells
                                                                  You can use this ability once per short or long rest, or until
 Sorcerer level     Spells                                        you expend a spell slot of 2nd level or higher to use it again.
 1st                feather fall, fall*
 3rd                spider climb, levitate                        Freed Body
 5th                fly, dampen gravity*                          At 14th level, you can perfectly control the effect that gravity
 7th                resilient sphere, gravity barrier*            exerts on your body. You can ignore fall damage and your
 9th                Telekinesis, pull of singularity*             movement speed increases by 15 feet. In addition, you gain a
                                                                  flying speed equal to your walking speed.
*Secrets of Gravity Magic
  You can use Heavy Spell even if you have already used a
different metamagic option during the casting of the spell.
Monk: Way of the
Starwalker
The night sky is unreachable to most. A large
majority of humanoids live their entire lives - and
afterlives - looking up at the stars and never get
close to reaching them. Monks of Way of the
Starwalker were born of that pursuit. They dedicate
their lives to these astral bodies, in the hopes of one day
traveling amongst them, and reaching enlightenment.
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.
Astral Expanse
At 2nd level, as a bonus action, you can summon a fraction
of the cosmos in a 30-foot radius centered on a point that
you can see within 90 feet of you, for 1 minute. You always
know the exact location of each creature within that area.
This astral expanse can take the appearance of the dark void
of space, of glittering lights that spread through the
battlefield, or even of small planets that gravitate around you,
though they do not affect a creature’s ability to see.
 You can use this ability twice and regain the ability to do so
when you finish a long rest.
Spatial Transposition
Also at 2nd level, you can swap the position of 2 creatures of
the same size within the range of your Astral Expanse
(yourself included) as an action. If a creature isn’t willing it
must make a Charisma saving throw, being teleported on a
failure. If a creature succeeds on the saving throw the
transposition fails.
Astral body
At 6th level, as a reaction to being targeted by an attack roll
or being forced to make a saving throw, you can become             Stellar Communion
ephemeral like the lights of the sky. You gain resistance to all   At 10th level, you can read the pattern of the stars to divine
damage until the start of your next turn. You can use this         the future. You learn the commune spell, and you always
reaction once and can’t do so again until you use your Astral      have it prepared, without needing to have it in your
Expanse ability or complete a long rest.                           spellbook. You can also cast it once without using a spell
                                                                   slot, and you regain the ability to do so when you finish a
                                                                   long rest.
You can take the Dash action as a bonus action. If you do,
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.
Spells
Spells by level                                                    2nd level spells
Cantrips                                                           Ease Gravity
                                                                   2nd-level transmutation (Sorcerer, Warlock, Wizard)
Gravity Whip                                                       Casting Time: 1 action
Evocation Cantrip (Sorcerer, Warlock, Wizard)                      Range: Self
                                                                   Components: S, M (a tiny meteorite shard)
Casting Time: 1 action
                                                                   Duration: 1 minute, Concentration
Range: 10 feet
Components: S                                                      You lighten gravity's grip on you, allowing you to move in
Duration: Instantaneous                                            ways you couldn’t before. For the next minute, your jump
                                                                   distance is tripled, you gain a flying speed equal to half your
Make a melee spell attack against a creature within range.
                                                                   movement speed and you are immune to falling damage. If
On a hit, it takes 1d4 bludgeoning damage and is pushed 10
                                                                   you already had a flying speed, it is doubled.
feet in a straight line in a direction of your choice. In
addition, its speed is reduced by 5 feet until the start of your
next turn.                                                         Graviturgic Smite
                                                                   2nd-level evocation (Paladin)
At Higher Levels. This spell’s damage increases by 1d4
when you reach 5th level (2d4), 11th level (3d4), and 17th         Casting Time: 1 bonus action
level (4d4).                                                       Range: Self
                                                                   Components: V
                                                                   Duration: Concentration, up to 1 minute
1st level spells
                                                                   The next time you hit a creature with a weapon attack before
Fall                                                               this spell ends, you can add gravitational strength. The
1st-level transmutation (Sorcerer, Wizard)                         attack deals an extra 2d6 magical bludgeoning damage to
                                                                   the target, which must succeed on a Constitution saving
Casting Time: 1 action                                             throw or have its movement speed reduced to 10 feet until
Range: Self                                                        the spell ends. While its movement speed is reduced in this
Components: V, M (an elastic band)                                 way, it cannot be altered in any way, such as via the haste
Duration: Instantaneous                                            spell.
As an action, you can temporarily change which way is down         At higher levels: When you cast this spell using a spell slot
for you, and immediately start falling in that direction until     of 3rd level or higher, the initial extra damage dealt by the
you hit a solid surface or have traveled 200 feet. You take fall   attack increases by 1d6 for each slot.
damage as if normally falling upon hitting a solid surface
                                                                   Pressure Cage
                                                                   2nd-level transmutation (Sorcerer, Warlock, Wizard)
                                                               At higher levels: When you cast this spell using a spell slot
3rd level spells                                               of 4th level or higher, the damage increases by 1d8 for each
                                                               slot.
Dampen gravity
3rd-level transmutation (Sorcerer, Warlock, Wizard)            Meteorite
                                                               3rd-level conjuration (Druid, Ranger, Sorcerer, Wizard)
Casting Time: 1 action
Range: Self (30-foot radius)                                   Casting Time: 1 action
Components: V, S, M (a feather)                                Range: 60 feet
Duration: 1 hour                                               Components: V, S
                                                               Duration: Concentration, up to 3 rounds
You focus your powers to lessen the call of gravity in a 30-
foot radius around you. For the duration, creatures of your    You summon a void above your head that emits a rain of
choice in the radius have their jump distance doubled and      small meteorites. Select a creature that you can see within
their movement speed increased by 10 feet. They have           range, it must succeed on a Dexterity saving throw or take
advantage on all Acrobatics checks, and they ignore fall       6d6 bludgeoning damage. You can use an action on
damage if they end their fall within the radius.               subsequent turn to keep the meteorite shower going,
                                                               selecting a new target within range to target with the spell.
Heavy Stomp                                                    The spell ends if you use your action to do anything else.
3rd-level transmutation (Sorcerer, Warlock, Wizard)            While casting this spell your movement speed becomes 0.
Casting Time: 1 reaction (that you can take when you fall or
see a creature within range fall)
Range: 30 feet
Components: S, M (a small mushroom)
Duration: Instantaneous
                                                                                                      Art by Grandfailure
4th level spells                                                      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
Collapsed Stars                                                     wall’s space must succeed on a Strength saving throw or
4th-level evocation (Druid, Ranger, Sorcerer, Wizard)               take 4d8 bludgeoning damage and be knocked prone.
Casting Time: 1 action
Range: 90 feet (30-foot cone)                                       Star chart
Components: V                                                       4th-level conjuration (Druid, Ranger, Wizard)
Duration: Instantaneous
                                                                    Casting Time: 10 minutes
You fire numerous gravitational projectiles towards a point         Range: 10 miles
that you can see within range. Each creature in a 30-foot           Components: V, S, M (a shiny pebble)
cone originating from that point must succeed on a Dexterity        Duration: 1 hour
saving throw or take 4d8 force damage and be pulled 30 feet
in a straight line towards you.                                     Tapping into the power of the stars, you remove all clouds
                                                                    and create a perfectly clear sky in a 500-mile radius. For the
                                                                    next hour, you have advantage on all Wisdom (Survival)
Fling                                                               check to navigate an area, magical or not and on all Wisdom
4th-level evocation (Sorcerer, Warlock, Wizard)                     (Nature) checks in regards to flora and fauna in the area.
Casting Time: 1 action
Range: 30 feet
Components: V, S
                                                                    5th level spells
Duration: Instantaneous                                             Birthsky
Choose one creature within range, it is impacted by a               5th-level divination (Cleric, Druid, Wizard)
devastating gravitational force and must make a Strength            Casting Time: 1 action
saving throw. On a failed save, it takes 6d10 bludgeoning           Range: 30 feet
damage and is knocked back 120 feet. The knockback stops            Components: V, S
early if the creature hits a solid surface or a creature of its     Duration: Instantaneous
size or larger. On a successful save, a creature takes half as
much damage and isn’t knocked back.                                 You attempt to gaze upon the star of birth of a creature
                                                                    within range. It must make a Charisma saving throw against
  If the target lands on another creature, that creature must       your spell save DC. On a failure, its origins are revealed to
make a Dexterity saving throw or take [7 x the size                 you and you learn all of the creature’s ability scores, skill
difference between the flung creature and the landing pad           proficiencies, saving throw proficiencies, weapon and armor
creature] bludgeoning damage (minimum of 7 damage), or              proficiencies and its alignment.
half as much on a successful save.
  At Higher Levels. When you cast this spell using a spell          Pull of singularity
slot of 5th level or higher, the flung creature takes an            5th-level transmutation (Bard, Sorcerer, Warlock, Wizard)
additional 1d10 bludgeoning damage and travels 10
additional feet for each slot level above 4th.                      Casting Time: 1 action
                                                                    Range: 120 feet
 Example: If the flung creature is Huge and the creature it lands   Components: V, S, M (a small magnet)
 on is Medium, there are 2 sizes of difference, so 7*2=14           Duration: Instantaneous
 bludgeoning damage, and the flung creature continues being
 knocked back. In contrast, if the flung creature is Medium and     You condense gravity to the point where it alters reality.
 lands on a Huge creature, the Huge creature only takes 7           Choose a point that you can see within range. A tiny node of
 bludgeoning damage and the Medium creature stops moving.           singularity appears. Choose a creature that you can see
                                                                    within 120 feet of the node. Gravity pulls it in a straight line
Gravity Barrier                                                     to the space of the node, which then vanishes. The target has
                                                                    resistance to fall damage until the start of its next turn.
4th-level evocation (Sorcerer, Wizard)
                                                                      At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action                                              slot of 6th level or higher, you can target one additional
Range: 60 feet                                                      creature to be pulled by the same singularity for each slot
Components: V, S                                                    level above 5th.
Duration: Concentration, up to 10 minutes
You touch a creature. For the duration, it gains a flying speed    Casting Time: 1 action
equal to its walking speed and can hover.                          Range: 60 feet
                                                                   Components: V, S
  At Higher Levels. When you cast this spell using a spell         Duration: Concentration, up to 1 minute.
slot of 7th level or higher, you can target one additional
creature within 5 feet of you for each slot level above 6th.       You summon multiple voids above your head that emit a hail
                                                                   of meteorites. Select 3 creatures that you can see within
                                                                   range, they must succeed on a Dexterity saving throw or take
Unbound Chamber                                                    6d6 bludgeoning damage. You can target a single creature
6th-level transmutation (Druid, Sorcerer, Wizard)                  multiple times, forcing it to repeat the Dexterity saving throw
Casting Time: 10 minutes                                           each time. You can use an action on subsequent turn to keep
Range: 500 feet                                                    the meteorite shower going, selecting new targets within
Components: V, S, M (an inclosed chamber)                          range to target with the spell. The spell ends if you use your
Duration: 8 hours                                                  action to do anything else. While casting this spell your
                                                                   movement speed becomes 0.
Using a ritual of ancient magic, you distort the gravitational
balance of a chamber of your choice. The chamber can be up
to 200 feet tall and 200-foot wide, in any shape, as long as its
center is not more than 500 feet from any of its walls. Once
you've finished casting the spell, gravity in the chamber
disappears. While in the chamber, a creature cannot take fall
damage, has its jump distance tripled, has a flying speed
equal to its movement speed and can hover.
Art by Grandfailure
8th level spells
Bury
8th-level transmutation (Bard, Sorcerer, Wizard)
Celestial Alignment
8th-level enchantment (Cleric, Druid)
    • Call of the Sagittarius. You can call upon the essence       • You gain a +2 to hit and damage with all attacks made
of the Sagittarius as a bonus action, granting you increased    while in your Wild Shape.
powers. For 1 minute, all attacks with this weapon deal 4d6
radiant damage instead of their normal damage. Each time           • You gain resistance to radiant damage while in your
you hit a target with the bow, the next attack roll made by a   Wild Shape.
creature other than you against the target before the end of
                                                                    • While in your Wild Shape, you may cast moonbeam
your next turn has advantage.
                                                                once without expending a spell slot. If you cast the spell in
    • Prison of Stars. Once per day, you may shoot an arrow     this way, you may spend a bonus action rather than an action
that is set to send a creature to the stars. Make an a weapon   to control it on subsequent turns. Once you’ve cast the spell
attack against a creature. On a successful hit, alongside the   in this way you can’t do so again until you complete a long
damage rolled, the creature must make a DC 19 Charisma          rest.
saving throw. On a failure, they are absorbed by a light beam
and locked inside a constellation on the sky. They remain
imprisoned for 8 hours. While locked inside the
constellation, the creature cannot move, deal or take
damage, cast spells or use actions. It can only look from
down from the sky, unable to do anything. After the
effect ends, the creature is immune to this effect for 7
days.
Crushing Gravity:
Once you’ve used this ability once, you can’t use it again until
you complete a short or long rest.
Abilities granted by infusions draw from your own powers,        Waves of Gravity
as such you can use them a number of times equal to your         Requirement: melee weapon with the Heavy property
Proficiency Bonus before taking a long rest.
                                                                 You slam your blade on the floor as an action, creating
                                                                 rippling waves of destruction. Each creature in a 20-foot
GM Note:                                                         radius centered on you must succeed on a Dexterity saving
Infusions take the appearance of floating moats of magic         throw or take a number of d6s of force damage equal to your
which can be trapped inside any container. Feel free to alter    Intelligence Modifier on a failure. At the start of your next
their appearance as you see fit.                                 turn a final wave is unleashed and creatures within that
                                                                 radius must make the same saving throw, taking the same
                                                                 damage on a failure.
Miniature Black Hole
Requirement: melee weapon without the Light property
                                                                 Stoneblade
                                                                 Requirement: any melee weapon except whips
As an action, you plunge your blade on the ground. All
creatures in a 25 foot radius centered on you must succeed       You slam your weapon on the ground as a bonus action,
on a Dexterity saving throw or take a number of d8s of force     covering it with rocks. For the next minute, it deals
damage equal to your Constitution modifier and be pulled up      additional bludgeoning damage equal to your Constitution
to 15 feet in a straight line towards you on a failure.          modifier on a hit
Gravitational Lightning
As an action, you release gravitational lightning, sending a
bolt crashing down at a point that you can see within 120
feet of you. Creatures in a 5-foot radius centered on that
point must succeed on a Dexterity saving throw or take a
number of d10s of magical bludgeoning damage equal to
your Constitution modifier.
Heavy Tide
As an action, you plunge your blade on the ground. All
creatures in a 25 foot radius centered on you must succeed
on a Dexterity saving throw or take a number of d8s of force
damage equal to your Constitution modifier and be pushed
back 15 feet in a straight line.
  Bonus
Bardic Options
                                                                     GM NOTE
College of the Ratpipers                                             Having this many rats might muddle initiative too
Most bards prefer to not be associated with the College of           much, so you can choose to combine all their
the Ratpipers, at least not initially. Often, this College is        hit points, make their size huge and have
associated with muck, pestilence and outright destruction.           them make multiple attacks as a single
And for good reason. This covert college resides in the              swarm.
sewers and spend time breeding their hordes of rats, before
finally emerging to topple kingdoms. No one ever pays
attention to the little creatures from below, so it's their job to
make them pay attention.
Piper’s Training
When you join this college at 3rd level, you gain proficiency
in the Wisdom (Animal Handling) skill and you learn the
speak with animals spell, which you can cast any number of
times without expending a spell slot, but you may only speak
with rats when you cast it this way.
Diseased Vermin
By the 6th level, the sickness of the sewers no longer phases
you or your vermin, you've even learned to use it to your
advantage. You and your swarms gain resistance to poison
damage and have advantage on all saving throws against
disease. Your swarm also gains the following feature:
Chittering Guides
Also starting at 6th level, the rats of wherever you are can
give you a full breakdown of the location and ensure your
safety. When in a city, you can spend 1 hour or a short rest
communicating with the rats. After that, you know all the
locations in the city as if you were born and raised there and
cannot be lost by nonmagical means while within the city.
You also gain advantage on all Dexterity (Stealth) checks
while in the city.
Once you use this feature, you must finish a long rest before
using it again.
Bonus Proficiencies
When you join this college at 3rd level, you gain proficiency
with the Charisma (Performance) skill and woodcarver’s
tools. If you are already proficient in Performance, you may
choose a second artisan tool to become proficient in.
Magical Masks
Also at 3rd level, By spending 1 hour during a short or long
rest with a set of artisan tools, you can craft a magical mask
from the list of Magical Masks. You can have a maximum of
2 masks crafted, but you can only wear one mask at a time.
When worn, the mask gives you its benefits and can be used
as a magical focus. Switching between masks is an action.
Once you've used this effect once, you must finish a long rest      simulacrum spell. The duplicate wears one of your masks,
before using it again. You may expend one use of your Bardic        only lasts for 10 minutes and cannot use this feature. It
Inspiration to gain another use.                                    shares your initiative, but takes its turn immediately after
                                                                    yours.
Masked Maniac                                                       Once you use this feature, you can't use it again until you
Also at 6th level, you've enchanted your masks so that they         finish a long rest.
are made to suit you perfectly. You can now have a maximum
of 3 masks crafted at once and can switch your masks as a
bonus action.                                                       Magical Masks
In addition, whenever a creature other than you attempts to         Mask of the Raven
put on one of your magical masks, the mask wraps itself
around it. It must succeed on a Charisma saving throw. On a         While wearing this mask, you can cast speak with animals at
failure, it is blinded and takes psychic damage equal to 2          will.
rolls of your Bardic Inspiration die. It can repeat the saving
throw at the end of each of its turns, ending the effect on a       As an action, you can activate this mask to gain flying speed
success.                                                            equal to your walking speed until the end of your turn. If you
                                                                    are in the air at the end of your turn, you begin to slowly fall,
Soul of the Mask                                                    without taking fall damage.
By the 14th level, the craft with which you create masks            Once you use this feature, you can't use it again until you
instills them with life, allowing you to give them will of their    finish a short or long rest. You may expend one use of your
own. As an action on your turn, if you are wearing a mask,          Bardic Inspiration to gain additional uses of this feature.
you can choose to create a duplicate of yourself, as per the
Mask of the Warrior
While wearing this mask, you gain a +1 to your Armor Class.
While wearing this mask, you can cast the shield spell once
without expending a spell slot.
Once you use this feature, you can't use it again until you
finish a short or long rest. You may expend one use of your
Bardic Inspiration to gain additional uses of this feature.
As an action, you can activate this mask to cast the find traps
spell without expending a spell slot.
Once you use this feature, you can't use it again until you
finish a short or long rest. You may expend one use of your
Bardic Inspiration to gain additional uses of this feature.
Once you use this feature, you can't use it again until you
finish a short or long rest. You may expend one use of your
Bardic Inspiration to gain additional uses of this feature.
                                                                          Art by Warm Tail
                                                                            Improved Impetus
                                                                            By the 6th level, the turmoil you can create has
                                                                            increased in intensity, making it harder to shake
                                                                            off and easier to impose onto others. You gain the
                                                                            following features:
Impetus
Also at 3rd level, you've learned magic that can turn even the
most peaceful creature into a brutal warrior. As an action,
you can expend two uses of your Bardic Inspiration to place
a creature within 60 feet of you that you can see under an
Impetus. An unwilling creature can make a Wisdom saving
throw against your spell save DC, succumbing to the effect
on a failure. While under your Impetus, the creature gains
the following features:
Items
Being an able bard requires a plethora of skills. Your body,
mind and tongue all need to be sharp, for without them you'll
be eaten alive by the crowd. As such, some magic might be
of aid, in the form of items enhancing your abilities.
Tumbler's Breeches
wondrous item (pants), rare (requires attunement by a Bard)
• Your attacks deal double damage to objects and structures.     You enchant a creature so that their voice becomes as loud
                                                                 as possible. Choose a creature within range. For the next
• You gain proficiency with mason's tools and have               minute, they cannot speak lower than a bellow. All creatures
advantage on all Intelligence (Investigation) checks to          within 500 feet of the creature can hear every word they say.
discover weak points in structures.                              An unwilling creature can make a Charisma saving throw to
                                                                 prevent the effect.
Smooth Talker
Some people might not like you at first, but that’s nothing      Stage Fright
that magic and a charming smile can’t fix. You gain the          2nd-level transmutation (Bard, Warlock, Wizard)
following features:
                                                                 Casting Time: 1 action
• Your Charisma score increases by 1 to a maximum of 20.         Range: Touch
                                                                 Components: V, S
 • Whenever the charmed condition ends on a creature you
                                                                 Duration: Concentration, up to 1 minute
charmed with one of your spells or abilities, you can make a
Charisma (Persuasion) check, contested by their Wisdom           You touch a creature and inspire a fear of other people inside
(Insight) check, they have advantage on the roll. If you         it. It must make a Wisdom saving throw. On a failure, they
exceed their result, they do not think they were charmed by      become frightened. While frightened in this way, they must
you.                                                             use their movement and action on each turn until they can
                                                                 no longer see any creatures. They can repeat the saving
Party Animal                                                     throw at the end of each of their turns, ending the effect on a
Through time, you've realized that the difference between a      success.
party and a battle is minimal. Both include crowds, sweat
and erratic movement, and you love it. You gain the following    Reinterpret
features:                                                        2nd-level divination (Bard, Sorcerer)
 • Your Strength, Dexterity or Charisma score increases by 1     Casting Time: 1 reaction (that you take when a spell is being
to a maximum of 20.                                              cast within range)
                                                                 Range: 60 feet
• Whenever there are 3 or more hostile creatures of CR 1/4
                                                                 Components: S, M (a quartz guitar pick)
or higher within 10 feet of you, you gain a +1 to your AC,
                                                                 Duration: 1 hour
attack and damage rolls.
                                                                 As a reaction to a spell being cast within range, you can
                                                                 listen intently and understand the spell's incantations. For
                                                                 the next hour, you know the spell and can cast it as if it were
                                                                 on your spell list (it does not count against your maximum
                                                                 number of spells known), using spell slots as normal. In
                                                                 addition, any checks you make to counter said spell are
                                                                 made at advantage for the duration. This spell ends early if
                                                                 you cast it again before the end of the duration.
                                                                 Crescendo
                                                                 7th-level evocation (Bard)
Cheers !
Secrets of Gravity Magic Copyright 2021, MonkeyDM Publishing SRL; author Evan Mascaro
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