Racial Features:
Earth Gaze: You gain the mold earth cantrip and can cast it on what you can see.
Many eyes: You gain prof in the perception skill.
Medusa's Release: As a bonus action you can change your hair into snakes revealing your medusa's true form for 1 minute, once a turn your attacks deal an additional 1d4 piercing damage as your snake hair bites their targets. This changes to a 2d4 at 5th level, 4d4 at 10th level, 8d4 at 18th level. When in the released form you gain advantage on any perception checks that involve sight and gain superior dark-vision. At 3rd level you gain the flesh to stone spell that you can cast once per long rest, the spell uses your sight as range instead of the normal spell range.
Mother of Snakes Blessing: You have immunity to being afflicted with curses.
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Class Features:
Fighting Style - Archery
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
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Subclass Features:
Gravity Release:
Starting at 3rd level, as a bonus action, you are capable of touching an object such as a weapon, potion, bomb, or any similar item and infusing it with gravity magic. You can do this a number of times equal to your proficiency modifier before the oldest one gets replaced by the newer infused item. These items stay infused with magic until your next long rest, until you use your bonus action to dispel the infusion, or until you use this feature again.
When you hit a creature with a weapon attack, you can choose to activate the gravity magic within the objects (You can choose how many and which ones will launch), causing the infused item to launch toward the creature you are attacking or another target within 30ft. If the creature is unwilling then they must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength or Dexterity modifier). On a success, the creature dodges the infused items. On a failure, the creature takes the following effects depending on the infused item:
Weapon: The creature takes the weapon's damage die in force damage.
Potion: The creature takes the effects of the potion thrown at them and must make any relevant saving throws associated with the potion (e.g., poison vial).
Magic Item: Items like bombs or other magic items with effects that activate on hit will trigger their effects.
After the attack, unless the item is a consumable like a potion, it returns to you and loses its infusion.
Crush:
Also at 3rd level, once per turn when you hit a creature with a weapon attack and do not have any item infused with gravity from your Gravity Release feature. You can instead choose to infuse the hit creature with the same magic, you can have a number of creatures infused equal to your prof anymore after will replace the oldest one.
As a bonus action you can choose one or more creatures infused with gravity magic and force them to make a Constitution saving throw (DC = 8 + proficiency bonus + Strength or Dexterity modifier). On a failure the targets take 2d6 force damage and fall prone for 1 minute as they are crushed into the ground. On a success, the target takes half the damage and doesn't fall prone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success
You can crush once then you cannot use this again until a short or long rest.
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The Hunter's Guild:
Skill Proficiencies: Investigation, nature.
Tool Proficiencies: Cook's Utensils & Painter’s supplies
Features & Traits