I was looking around and hadn’t seen a thread that had gone over the graviturgy wizards features/spells when used with the telekinetic feature from Tasha’s cauldron of everything. So with that in mind, I decided to start this thread to highlight some of the uses, and invite others to go over some of their tips and interactions.
“TELEKINETIC You learn to move things with your mind, granting you the following benefits: • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. • You learn the magehand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 +your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.”
“ADJUST DENSITY 2nd-level Graviturgy Magic feature As an action, you can magically alter the weight of one object or creature you can see within 30 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 an object or a creature that is Huge or smaller.”
“GRAVITYWELL 6th-level Graviturgy Magic feature 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.”
“VIOLENT ATTRACTION 10th-level Graviturgy Magic feature 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's target to take an extra 1D10 damage of the weapon's type. Alternatively, if a creature within 60 feet ofyou takes damage from a fall, you can use your reaction to in crease 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 long rest.”
“EVENT HORIZON 14th-level Graviturgy Magic feature As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, 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 2d10 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. 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.”
So right off the bat, all the usual spell interactions with crontol or damage effects work with telekinetic. It’s not a spell, the the bonus action doesn’t limit your spellcasting features. It’s a half feat, so it would hopefully even up your casting attribute for a better DC and attack roll. But there are feature interactions that are strengthened by this feat when taking into account the graviturgy features. Also using your bonus action to effectively disengage and move an ally 5ft from an enemy if advantageous at the time, since the ally can choose to fail this save.
adjust density is a feature that can impose advantage or disadvantage on strength saves or checks. It takes an action to use, uses your concentration, but works without imposing any check or saving throw against a target. Throw feature can be used without resource expense similar to a cantrip. A benefit from this is that, so long as your not concentrating on another feature or spell at that moment, you can basically spend your action to give the target of your telekinetic push disadvantage vs that strength save, and then also immediately drop concentration afterward since dropping concentration can be done without spending actions. This would prevent the creature from benefiting from the movement increase while still subjecting them to a more reliable telekinetic shove. The adjust density feature can be used in the circumstance to neutralize advantage the creature may already have, or bypass magic resistance since the shove itself isn’t actually magical. Though adjust density is magical, it would be unaffected by magic resistance since it doesn’t force a save itself. It might not happen very often, but an enemy that finds itself too close to a ledge is just asking to be pushed off for fall damage, and we want our graviturgy wizard to be successful when the opportunity arises. These feature combos could also be used effectively with other party members ongoing spell effects, such as working with the cleric to make more use of their spirit guardians spell damage and control.
The gravity well feature gained at sixth level can be used with cantrips and spells to force movements, potentially causing a creature to be damaged multiple times from the casting of a spell on the same turn. An example of this would be the potential to use the create bonfire cantrip. The initial casting forces a creature to save or take damage. It also stipulates that the save is repeated the first time a creature enters the spells effect on a turn. So if that creature were to fail and take the initial damage, the creature could potentially be directed upward 5 feet out of the spells effect on casting, and then fall back down 5 feet back into the spells effect for a 2nd save and potential damage. Telekinetic shove could pull or push an enemy from that position out of the effect where a teammate on their turn could use one of the many Available movement effects to push them back into the spell forcing another save/damage on top of what the teammate is also doing. the example here is create bonfire, a cantrip, but there are a few leveled spells out there that have similar mechanics while dealing significantly more damage or control effects.
the violent attraction feature isn’t super powerful, but you should be able to somewhat reliably add damage to your ally’s attacks or the fall damage your keeping your eye open for, or trying to force yourself. You can’t use it too many times, but in the instances where your spells and telekinetic shove make someone fall you can use your reaction for an extra 11 damage on average. Not a bad deal if you happe. To go a round without having to use your shield or absorb elements spells. 5.5 - 11 damage is fairly nice since it’s equal to upcasting most spells by 1-3 levels.
event horizon can really lock down a lot of creatures, and is interesting since even when a creature succeeds against its save, there is still a negative effect. The field moves with you, so you can use your movement, telekinetic shove, and gravity well feature to lock down quite a few foes. The feature description also says that it only effects hostile creatures which isn’t quite the same as creatures of your choice. If you were to use this feature in a role play scenario where if you were staving off attacks from hostile creatures and were negotiating, you’d have to drop the entire effect instead of being able to choose specific creatures. You would be able to move yourself potentially, but again your more limited than some other features.
feel free to critique or add recommendations from your own experiences or ideas.
Edit: my title doesn’t quite match my thread intent, my apologies. Didn’t include the focus on the telekinetic feat.
I was looking around and hadn’t seen a thread that had gone over the graviturgy wizards features/spells when used with the telekinetic feature from Tasha’s cauldron of everything. So with that in mind, I decided to start this thread to highlight some of the uses, and invite others to go over some of their tips and interactions.
“TELEKINETIC
You learn to move things with your mind, granting you the following benefits:
• Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• You learn the magehand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
• As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 +your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.”
“ADJUST DENSITY
2nd-level Graviturgy Magic feature
As an action, you can magically alter the weight of one object or creature you can see within 30 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 an object or a creature that is Huge or smaller.”
“GRAVITYWELL
6th-level Graviturgy Magic feature
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.”
“VIOLENT ATTRACTION
10th-level Graviturgy Magic feature
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's target to take an extra 1D10 damage of the weapon's type.
Alternatively, if a creature within 60 feet ofyou takes damage from a fall, you can use your reaction to in crease 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 long rest.”
“EVENT HORIZON
14th-level Graviturgy Magic feature
As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, 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 2d10 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.
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.”
So right off the bat, all the usual spell interactions with crontol or damage effects work with telekinetic. It’s not a spell, the the bonus action doesn’t limit your spellcasting features. It’s a half feat, so it would hopefully even up your casting attribute for a better DC and attack roll. But there are feature interactions that are strengthened by this feat when taking into account the graviturgy features. Also using your bonus action to effectively disengage and move an ally 5ft from an enemy if advantageous at the time, since the ally can choose to fail this save.
adjust density is a feature that can impose advantage or disadvantage on strength saves or checks. It takes an action to use, uses your concentration, but works without imposing any check or saving throw against a target. Throw feature can be used without resource expense similar to a cantrip. A benefit from this is that, so long as your not concentrating on another feature or spell at that moment, you can basically spend your action to give the target of your telekinetic push disadvantage vs that strength save, and then also immediately drop concentration afterward since dropping concentration can be done without spending actions. This would prevent the creature from benefiting from the movement increase while still subjecting them to a more reliable telekinetic shove. The adjust density feature can be used in the circumstance to neutralize advantage the creature may already have, or bypass magic resistance since the shove itself isn’t actually magical. Though adjust density is magical, it would be unaffected by magic resistance since it doesn’t force a save itself. It might not happen very often, but an enemy that finds itself too close to a ledge is just asking to be pushed off for fall damage, and we want our graviturgy wizard to be successful when the opportunity arises.
These feature combos could also be used effectively with other party members ongoing spell effects, such as working with the cleric to make more use of their spirit guardians spell damage and control.
The gravity well feature gained at sixth level can be used with cantrips and spells to force movements, potentially causing a creature to be damaged multiple times from the casting of a spell on the same turn. An example of this would be the potential to use the create bonfire cantrip. The initial casting forces a creature to save or take damage. It also stipulates that the save is repeated the first time a creature enters the spells effect on a turn. So if that creature were to fail and take the initial damage, the creature could potentially be directed upward 5 feet out of the spells effect on casting, and then fall back down 5 feet back into the spells effect for a 2nd save and potential damage. Telekinetic shove could pull or push an enemy from that position out of the effect where a teammate on their turn could use one of the many Available movement effects to push them back into the spell forcing another save/damage on top of what the teammate is also doing.
the example here is create bonfire, a cantrip, but there are a few leveled spells out there that have similar mechanics while dealing significantly more damage or control effects.
the violent attraction feature isn’t super powerful, but you should be able to somewhat reliably add damage to your ally’s attacks or the fall damage your keeping your eye open for, or trying to force yourself. You can’t use it too many times, but in the instances where your spells and telekinetic shove make someone fall you can use your reaction for an extra 11 damage on average. Not a bad deal if you happe. To go a round without having to use your shield or absorb elements spells. 5.5 - 11 damage is fairly nice since it’s equal to upcasting most spells by 1-3 levels.
event horizon can really lock down a lot of creatures, and is interesting since even when a creature succeeds against its save, there is still a negative effect. The field moves with you, so you can use your movement, telekinetic shove, and gravity well feature to lock down quite a few foes. The feature description also says that it only effects hostile creatures which isn’t quite the same as creatures of your choice. If you were to use this feature in a role play scenario where if you were staving off attacks from hostile creatures and were negotiating, you’d have to drop the entire effect instead of being able to choose specific creatures. You would be able to move yourself potentially, but again your more limited than some other features.
feel free to critique or add recommendations from your own experiences or ideas.
Edit: my title doesn’t quite match my thread intent, my apologies. Didn’t include the focus on the telekinetic feat.