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.
Distort Gravity
At 3rd level as a bonus action you can magically alter gravity around yourself or one willing creature you can see within 30 feet of you that is Large or smaller. Gravity around that creature is Amplified or Diminished for 1 minute. This effect ends early if you become incapacitated, use this feature again, or dismiss it(no action required). You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest. Beginning at 14th level you can have 2 instances active at once instead of 1.
Amplified Gravity:
The creature gains an advantage on all Strength checks and Strength saving throws. Additionally, it cannot be moved against its will and the weight of the creature is doubled. While the creatures weight is increased, they have disadvantage on all Dexterity(Acrobatics) checks and Dexterity saving throws.
Diminished Gravity:
The creature gains advantage on Acrobatics checks and Dexterity saving throws. Additionally, the creature’s speed increases by 10 feet, the creature has resistance to fall damage. While weight is halved in this way, the creature has disadvantage on Strength saves and Strength(Athletics) checks.
Gravity Well
Additionally, you gain access to the dunamancy spell list for the Graviturgy as an extended spell list. You follow all rules of learning spells as normal.
The following spells are listed below by Spell level:
- Cantrip: Sapping sting
- Level 1: Magnify Gravity
- Level 2: Fortune's Favor, Immovable object, Wristpocket
- Level 3: Pulse wave
- Level 4: Gravity Skinhole
- Level 5: n/a
- level 6: Gravity Fissure
- level 7: Tether Essence
- level 8: Dark Star
- level 9: Ravenous Void
Forced Gravity
You've learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 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.
Event Horizon
At 10th level, you have learned how to manifest an Event Horizon. As a Magic Action, you create a field of Gravity that emanates from you or one of the targets of your "Amplified Gravity" feature in a 30-foot emanation of dim light around you or the target. This effect lasts for 1 minute and you can use the following action:
When you activate Event Horizon, and as a bonus action on turns thereafter, choose a number of creatures equal to half your Proficiency bonus (rounded down) within the emanation . They must succeed on a Strength saving throw or take 2d10 force damage have their movement speed is halved until the start of your next turn as you increase the force gravity has on the target, making them grow heavier than they truly are. On a successful save, their speed is not reduced and they take no damage.
Whilst this ability is active, stars harmlessly float around you, following the curve of the horizon. Light begins shifting as if in an actual Event Horizon.
Once you use this feature, you must finish a short or long rest before you can use it again.
Gravitic Flux
Starting at level 14, gravity becomes like a sandbox to you. you have mastered your control and can destroy it and shape it like sand. As a magic action you can enter a state of pure gravity. Gravity begins to distort within a 60-foot emanation from you. When you activate this and for the next minute, or until your concentration is broken(as if concentrating on a spell) you can use one of the following actions.
- Change The Field: as a Magic Action, choose a number of creatures equal to your intelligence modifier, any creature chosen must make a Charisma saving throw against your Wizard spell save DC, creatures may choose to fail. On a failure, the creatures are transported to a different unoccupied space of your choosing within Gravitic Flux's emanation.
- Crushing Horizon: While your Gravitic Flux is active, choose one of the creatures that failed their saving throw against Event Horizon, you are able to stop "Break the Field" from effecting them until the start of your next turn. If they were to fall, they take 1d6 force damage every 10 ft falling in this way, to a maximum of 8d6. A creature does not become prone by falling in this way.
- Break The Field: While Gravitic Flux is active, you can, as a free action on your turn, cause the terrain within your emanation to mimic the conditions of outer space.
- Floating Objects: All unattended objects and loose items within the area float randomly, as if affected by the Levitate spell.
- Altered Movement: Each creature in the area gains a flying (hover) speed equal to 15 feet plus 5 times their Intelligence modifier (minimum of 5 feet).
- Weightlessness: Creatures without a flying speed are considered weightless and must push off surfaces to move, as per the rules for weightlessness in Wildspace.
When Gravitic Flux ends, this effect ceases, and all creatures and objects fall to the ground unless they have a means to prevent the fall.
Once you use this feature, you must finish a long rest before you can activate it again.
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