Sorcerer
Base Class: Sorcerer

Your innate magic comes from the cosmos itself. Perhaps you were touched by cosmic currents at birth, were granted your powers by an old god as a boon given to your lineage, or an incident hurled you into a plane with a vastly different composition and gravity than yours. Whatever the case, you are among the few that can exert control over the gravitational forces.

Gravity Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Gravity Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or an evocation spell from the sorcerer, warlock, or wizard spell list.

Gravity Spells

 

Sorcerer Level

Spell

1st

Thaumaturgy, Feather Fall, Thunderwave

3rd

Levitate, Shatter

5th

Haste, Slow

7th

Banishment, Dimension Door

9th

Telekinesis, Wall of Force

Motes of Gravity

Starting at 1st level, you can use a bonus action on your turn to create a mote of gravity on the ground within 60 feet of you, immediately before or after you cast a spell of 1st level or higher. If you do, you can attempt to pull a Large or smaller creature within 15 feet of the mote 5 feet towards it. If the creature is unwilling, it must make a Strength saving throw against your spellcasting DC to resist the pull. At 6th level you can pull a creature up to 10 feet, and at 14th level up to 15 Feet.

Suspended Gravity

At 1st level, you're surrounded by a small pocket of low gravity as long as you're conscious. Objects and equipment you wear or are carrying count as weighing half their weight for you.

Starting at 6th level, the low gravity also affects projectiles aimed at you. Nonmagical ranged attacks against you are made with disadvantage. Additionally, you can use an action and spend 2 sorcery points to increase your movement speed by 10 feet for 10 minutes.

Concentrated Cosmos

At 6th level, you gain the ability to create powerful nodes of gravity. As an action, you can spend 1 sorcery point and choose a point within 60 feet of you where a node is created. Each creature within 30 feet of the node must succeed on a Strength saving throw or be pulled up to 15 feet towards it. Huge or larger creatures have advantage on this saving throw, while Small or smaller creatures, as well as any creature not touching the ground, have disadvantage.

Afloat on the Currents

At 14th level, you gain the ability to hover. You can start to hover as a bonus action. While hovering, you can move in any direction, but no higher than your base movement speed from the ground. You hover until you lose consciousness or use a bonus action to stop. In addition, whenever a creature is moved by a spell or magic effect caused by you, they take falling damage as if they fell the distance they were moved.

Master of Gravity

Beginning at 18th level, you can alter the gravity around you on a large scale. As an action, you can spend 5 sorcery points to strengthen the gravity in a 60-foot-radius, 60-foot-high cylinder, centred on you, for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). A creature moving through the area must spend 3 feet of movement for every 1 foot it moves.
When you take this action, you can choose a number of creatures equal to your Charisma modifier that are unaffected by it.

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