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.

This is a rework of the Graviturgy Magic wizard subclass, originally printed in Explorer's Guide to Wildemount.

Level 3: Adjust Density

At 3rd level, as a Magic action, you can touch a willing creature (which can be yourself) within 5 feet of you and grant it one of the following effects, which lasts until you next finish a long rest or you choose to end it for that creature (no action required). A creature cannot be affected by multiple different effects of this feature at the same time. You can affect up to a number of creatures at a time equal to your Intelligence modifier (minimum of 1 creature).

Light. The creature's Speed increases by 10 feet, and its jump distance is doubled.

Heavy. The creature has advantage on Strength checks and saving throws.

Level 6: Gravity Well

When you reach 6th level, you can minorly manipulate gravity through your spellcasting. You can choose to move a creature up to 5 feet to an unoccupied space of your choice whenever one of the following conditions is met:

  • You hit that creature with a spell attack
  • You hit that creature with a non-spell attack using a weapon that was created or enhanced by a spell you cast
  • A creature you summoned or animated hit that creature
  • That creature fails a saving throw against a spell you cast
  • That creature fails a saving throw against an effect caused by a creature you summoned or animated
  • You cast a spell on that creature that doesn't require a spell attack or a saving throw

 Upon reaching 14th level in this class, you can move that creature up to 10 feet to an unoccupied space of your choice instead of 5.

Level 10: Violent Attraction

At 10th level, 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 count as a critical hit.

Alternatively, if a creature within 60 feet of you would take damage from a fall, you can use your reaction to double the number of damage dice that would be rolled to determine the damage taken by the creature.

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 long rest.

Level 14: Event Horizon

Starting at 14th level, when you cast a level 1+ spell that requires concentration, you can magically emit a powerful field of gravitational energy in a 60 foot emanation originating from you that tugs at other creatures for the duration of that spell (no action required). The area in this field is difficult terrain for all creatures hostile to you. In addition, whenever a creature starts its turn in the field, you can force it to make a Strength saving throw against your spell save DC. On a failed save, it takes Force damage equal to the level of the spell being concentrated on plus your Intelligence modifier, it is knocked Prone, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage only.

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