Wizard
Base Class: Wizard

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Density Shift

Beginning when you choose this tradition at 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller, but upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller. The target's weight is halved or doubled for up to 1 minute or until you choose to end it (no action required).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Additionally, twice per long rest, as part of activating this feature, you may choose to pull your entire focus into it. It now requires your concentration (as if you were concentrating on a spell), but both effects are enhanced.

While the weight of a creature is halved in this way, in addition to the normal effects, all weapon or melee damage they deal is reduced by 1d4 and they gain a +1 bonus to their AC. While the weight of a creature is doubled in this way, in addition to the normal effects, all weapon or melee damage they deal is increased by 1d4 and their speed is reduced by an additional 10 feet.

Dunamancy Savant

Also at 2nd level, you gain access to spells with the "Dunamancy" or "Graviturgy" tag. They are added to the wizard spell list for you.

Gravity Pit

When you reach 6th level, whenever you cast a spell of 1st level or higher on a creature, you can move the target 10 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Vicious Attraction

At 10th level, you can pull harm directly into your enemies. When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack to deal an extra 1d8 damage. Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d8.

You may also expend a spell slot as part of using this reaction to increase the damage dealt by this feature by a number of d6s equal to the level of the expended spell slot. If you do so, you can’t cast spells other than cantrips on your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Black Pull

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 12d6 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 7th level or higher on it.

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