Sorcerer
Base Class: Sorcerer

Your innate magic comes from the primordial forces of gravity itself, perhaps granted by exposure to a black hole, a mysterious celestial event, or a forgotten deity tied to cosmic powers. You can manipulate the weight, motion, and pull of matter around you, controlling the battlefield with ease.

 

Gravitational Spells

When you reach a Sorcerer level specified in the Gravity Spells table, you thereafter always have the listed spells prepared:

3rd Level: Catapult, Feather Fall, Levitate, Vortex Warp (Tasha's)

5th Level: Fly, Gravity Sinkhole (Explorer's Guide to Wildemount)

7th Level: Telekinesis, Wall of Force

9th Level: Reverse Gravity, Gravity Fissure (Explorer's Guide to Wildemount)

Gravitational Manipulation

As a bonus action, you can alter gravity in a small area, requiring concentration. Choose a point you can see within 30 feet. You can increase or decrease gravity in a 20-foot radius around that point for up to 1 minute. When taking this bonus action you may also spend a sorcery point to extend that radius by 5ft for each sorcery point you spend.

Increase Gravity: Enemies who start their turn, or move into the area must make a Strength saving throw against your spell DC; or have their speed halved and take disadvantage on Dexterity saving throws while in the area.

Decrease Gravity: You or Allies who start their turn, or move into the area can make a high or long jump up to 30 feet without requiring a running start and take no damage from falling in the area of effect.

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

 

Additionally you can reduce your own gravity's weight. Allowing you to float up to 3ft above the ground, passing through non-magical difficult terrain without penalty.

Gravity Shift

Starting at 6th level, you can manipulate gravity to protect yourself and your allies, or surprise enemies with unpredictable spell attacks.

As a reaction, when you or a creature within 30 feet of you is targeted by an attack or forced to make a Strength or Dexterity saving throw, you can spend 2 sorcery points to grant advantage on the saving throw or impose disadvantage on the attack roll. 

Additionally, whenever you cast a spell that uses your spell attack modifier targeting a creature within 30 feet of you, you may spend 2 sorcery points as a reaction. Doing so will create a temporary wormhole for the spell to travel through, making it unpredictable. You may choose a new target for the spell attack and make the attack with advantage. If the spell attack targets multiple creatures, an additional sorcery point is used for each instance beyond the first.

Singularity

At 14th level, you can create a temporary singularity that pulls creatures and objects into it.

Singularity: As an action, choose a point you can see within 120 feet. You create a miniature black hole at that point, which lasts until the end of your next turn. The singularity pulls all creatures within a 40-foot radius toward it, moving them 20 feet closer to the center at the start of each of their turns. Creatures that end their turn within 10 feet of the singularity must make a Strength saving throw or take 6d6 force damage and be banished to a harmless demiplane until the end of your next turn. The singularity collapses at the end of your next turn, releasing any creatures ending all effects. Creatures that pass the saving throw take no damage and are not banished to a harmless demiplane.

You can use this feature once per long rest or by spending 5 sorcery points

Additionally, while using Gravitational Manipulation you may apply effects for both increasing and decreasing gravity in the radius.

Gravitation Mastery

At 18th level, you fully master the cosmic forces of gravity, altering the battlefield with ease.

As a bonus action, you can create a Gravitational emanation originating from yourself that has a range of 30 feet. This effect last one minute and ends if a creature leaves the emanation area: Choose one of the following effects when using this skill:

Invert Gravity: All creatures and objects that start their turn, or move into the area, must succeed on a Constitution saving throw, or begin falling upwards, moving at a height of 60 feet per round. Effected creatures can spend an action to repeat the saving throw, ending the condition on a success.

Crushing Force: All creatures and objects that start their turn, or move into the area, must make a Strength saving throw, or be knocked prone and restrained. Effected creatures can spend an action to repeat the saving throw, ending the condition on a success.

While Invert Gravity or Crushing force, is in effect non-magical ranged attacks that pass through the area are nullified.

You can use this feature once per long rest or by expending 10 sorcery points.

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