Wizard
Base Class: Wizard

Other Wizards may study the powers of the regular 8 schools of magic, but you use your knowledge of the Arcane to bend the forces of gravity, to your own desires. This subclass allows the player to influence gravity. It can be used as defense, offense, and support.

Alter Gravity

When you select this school at 2nd level, as an action, you may use 1 spell slot (up to 4th level), and alter gravity itself. For each level of spell slot used, the effects will become stronger. These effects do not affect the caster. (See table below.) This ability can only be activated, once every minute.

Spell Slot

Gravity Alter

1st

2x.

  • All creatures within a 15 ft radius of the caster, gain disadvantage on all attack rolls.

2nd

3x.

  • All creatures within a 20ft radius of the caster, gain disadvantage on all attack rolls.
  • All creatures within a 20ft radius of the caster can only move at half of their movement speeds.

3rd

4x.

  • All creatures within a 25ft radius of the caster, gain disadvantage on all attack rolls.
  • All creatures within a 25ft radius of the caster can only move at half of their movement speeds.
  • All creatures within a 25ft radius of the caster, can no longer take reactions.

4th

5x.

  • All creatures within a 30ft radius of the caster, gain disadvantage on all attack rolls.
  • All creatures within a 30ft radius of the caster can no longer move.
  • All creatures within a 30ft radius of the caster, can no longer take reactions.
  • All creatures within a 30ft radius of the caster can only make 1 action, and attack per turn.

Gravitational Resistance

Beginning at 2nd level, you can create pockets of safety within the effects of your alterations of gravity. When you alter gravity in any way, and it affects other creatures that you can see, you can choose a number of them equal to 1+ your Intelligence modifier. The chosen creatures are no longer affected by the alteration in gravity.

Gravitational Singularity

Starting at 6th level, you can choose one creature, that you can see within 60 feet of you. That creature must make a Strength Saving Throw, against your spell DC. On a failure, they drop prone and are considered stunned, for 1 minute, or until your concentration breaks. That creature may make another Strength Saving Throw at the end of each of their turns.

Gravitational Pull/Push

Beginning at 10th level, you can target one creature within a 60ft range. They must make a Strength Saving Throw, against your spell save DC. On a failure, they are pushed/pulled towards you.

Push/Pull

Effect

Push

The creature is pushed back 40ft takes 5d8 bludgeoning damage and is knocked prone. 

Pull

The creature is pulled right next to you and is knocked prone, and considered stunned, until the end of your next turn. You may make an attack of opportunity on the creature.

Gravity Maelstrom

Beginning at 14th level, you may release an overwhelming force of gravity, and crush your enemies. You may choose one point, within 120 feet of you. Everything within that point in a 30ft radius is forcefully brought to that point. All creatures within that 30ft area must make a Strength Saving Throw, against your spell save DC. On a failed save they are thrown to that point and are considered prone and stunned for 1 minute, or until your concentration breaks. All creatures within that radius take 6d6 Bludgeoning damage at the start of each of their turns. This ability must be kept up by using one 5th level spell slot (or higher) at the start of each of your turns. When this ability ends, the area affected is now considered rough terrain. You can only use this ability once per long rest. The creature affected by this may make another Strength Saving Throw at the end of each of their turns.

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