Wizard
Base Class: Wizard

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

Altercation of Density

As a bonus action, you can magically alter the weight of one object or creature you can see within 60 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

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.

Upon reaching 10th level in this class, you can target up to two objects or creatures that are Huge or Smaller.

Polarity Shift

Whenever a spell you casts targets an enemy, you can move them 10ft to an unoccupied space of your choice if the spell attack roll hits or if the enemy fails the saving throw.

You can also move an ally 10ft if they are willing when being targeted by one of your spells. 

Density Corruption

When another creature that you can see within 60 feet of you hits with an attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the main damage type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase or decrease the fall's damage by 2d10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Magnetic Field

As a bonus action, you can magically emit a powerful field of magnetic energy that tugs at other creatures for up to 1 minute.

For the duration you gain a flight speed equal to your walking speed and can hover, and whenever a creature hostile to you 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 4d10 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.

Whilst this feature is active, you can use your Altercation of Density feature without requiring concentration.  

 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 3rd level or higher on it.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/26/2024 12:33:48 AM
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