This all started when I was wondering if there was a Sorcerer that did Force damage, so that at level 6/7, their adjacent warlock class could have the ultimate Eldritch Blast. My Search did result in the Amethyst Dragon (who breathes force damage), so an Amethyst Draconic Sorcerer could, at mid level, add their CHA bonus to Eldritch Blast (possibly adding it twice with Agonising Blast). I'm not sure if the spec idea would even be allowed, but it lead me to another thought...
Is there even a force damage spell in each spell circle, so the sorcerer side could be a stand-alone subclass. The answer is yes, there is. Then I noticed that 6 out of the 10 spell levels (including cantrip) are all gravity based magics. This led me to the final phase of this conjecture. Could we make a pure gravity/force based sorcerer. So, I made it.
This is based on the Draconic sorcerer, with a few minor adjustments, which are mostly for flavour. I invented 4 new spells for the subclass, generally based on existing spells to keep them balanced.
Graviton Sorcerer
Subclass Abilities 5e TOV Ability Notes 3 3 Unarmed Defence PB can add to your AC as skin-close anti-gravity repels attacks. 6 7 Enhanced Damage CHA bonus adds to Force damage of your spells. 14 11 Anti-Gravity Wings Flying speed 60, but no additional affect. usable at will. 18 15 Void Form 1/long rest = PB. as per Draconic Transformation. You become a winged form of dark matter for up to 1 minute.
Gravity spells per spell circle Sorcerers get free as they open up each spell circle.
Force Spells C Pulse Bolt : New spell 1 Magnify Gravity 2 Pulse Shards : New Spell 3 Pulse wave 4 Gravity Sinkhole 5 Anti Gravity Surge : New Spell 6 Gravity Fissure 7 Gravity Inversion : New Spell 8 Dark Star 9 Ravenous Void
Pulse Bolt (similar mechanics to Ray of Frost). Cantrip, Casting time 1 action, 60 foot range, VS, instant, evocation, ranged, force damage. A black bolt flies from your outstretched hand. Make a ranged spell attack. On a hit, this causes force damage and the target is pushed back 10 foot. Damage is 1D8(level 1), 2D8(level 5), 3D8(level 11), and 4D8(level 17)
Pulse Shards (similar mechanics to Scorching Ray). Level 2, Casting time 1 action, 120 foot range, VS, instant, evocation, ranged, force damage. Three shards of neutron star material fly out, exploding on contact. You can hurl them at one target or several. Make a ranged spell attack for each shard. On a hit, the target takes 2d6 force damage. Casting this spell using a spell slot of 3rd level or higher, you create one additional shard for each slot over 2nd.
Anti Gravity Surge (similar mechanics to Telekinesis) Level 5, Casting time 1 action, 90 foot range, VS, Concentrate up to 10 mins, evocation, ranged, force damage. The the spell is cast in a 20 foot radius area. Anti gravity pulses randomly shock through the area. Those failing a DEX saving throw (each round) take 3D6 force damage as body parts are pummelled. The anti-gravity-surges are momentary. The area is difficult terrain for the duration. You only need to maintain concentration on the spell, but it can affect all those in the area for the duration.
Gravity Inversion (similar mechanics to Delayed blast Fireball) Level 7, Casting time 1 action, 150 foot range, VS, Concentrate up to 1 min, evocation, ranged, force damage. The caster choses a targeted position with range and begins concentrating on the spell. All those within 40 foot must make CON saves or be pulled towards the centre of the area, 5 foot per round. This 40 foot radius area is difficult terrain for the duration. At the end of the concentration, the gravity inversion explodes outwards. Base damage is 10D6 force. Damage is increased by 1D10 per spell slot used over 7, and 1D6 per round spent concentrating on the spell. The damage affects all with 20 foot of the spell centre, half damage on a successful DEX save.
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When faced with an issue, most people would rather be negative than find a solution.
Have you looked at the Graviturgy Wizard from Explorer's Guide to Wildemount? It may give you some ideas and you could have the subclass add the Dunamancy spells to the Sorcerer spell list.
I became aware of the Graviturgy Wizard half way through this, yeah. Until that point, Graviton was going to be a subclass for both wizard and sorcerer.
Aint checked the Dunamancy spell list out yet though. Must have a look at some point.
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When faced with an issue, most people would rather be negative than find a solution.
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This all started when I was wondering if there was a Sorcerer that did Force damage, so that at level 6/7, their adjacent warlock class could have the ultimate Eldritch Blast. My Search did result in the Amethyst Dragon (who breathes force damage), so an Amethyst Draconic Sorcerer could, at mid level, add their CHA bonus to Eldritch Blast (possibly adding it twice with Agonising Blast). I'm not sure if the spec idea would even be allowed, but it lead me to another thought...
Is there even a force damage spell in each spell circle, so the sorcerer side could be a stand-alone subclass. The answer is yes, there is. Then I noticed that 6 out of the 10 spell levels (including cantrip) are all gravity based magics. This led me to the final phase of this conjecture. Could we make a pure gravity/force based sorcerer. So, I made it.
This is based on the Draconic sorcerer, with a few minor adjustments, which are mostly for flavour. I invented 4 new spells for the subclass, generally based on existing spells to keep them balanced.
Graviton Sorcerer
Subclass Abilities
5e TOV Ability Notes
3 3 Unarmed Defence PB can add to your AC as skin-close anti-gravity repels attacks.
6 7 Enhanced Damage CHA bonus adds to Force damage of your spells.
14 11 Anti-Gravity Wings Flying speed 60, but no additional affect. usable at will.
18 15 Void Form 1/long rest = PB. as per Draconic Transformation. You become a winged form of dark matter for up to 1 minute.
Gravity spells per spell circle
Sorcerers get free as they open up each spell circle.
Force Spells
C Pulse Bolt : New spell
1 Magnify Gravity
2 Pulse Shards : New Spell
3 Pulse wave
4 Gravity Sinkhole
5 Anti Gravity Surge : New Spell
6 Gravity Fissure
7 Gravity Inversion : New Spell
8 Dark Star
9 Ravenous Void
Pulse Bolt (similar mechanics to Ray of Frost).
Cantrip, Casting time 1 action, 60 foot range, VS, instant, evocation, ranged, force damage.
A black bolt flies from your outstretched hand. Make a ranged spell attack. On a hit, this causes force damage and the target is pushed back 10 foot.
Damage is 1D8(level 1), 2D8(level 5), 3D8(level 11), and 4D8(level 17)
Pulse Shards (similar mechanics to Scorching Ray).
Level 2, Casting time 1 action, 120 foot range, VS, instant, evocation, ranged, force damage.
Three shards of neutron star material fly out, exploding on contact. You can hurl them at one target or several. Make a ranged spell attack for each shard. On a hit, the target takes 2d6 force damage. Casting this spell using a spell slot of 3rd level or higher, you create one additional shard for each slot over 2nd.
Anti Gravity Surge (similar mechanics to Telekinesis)
Level 5, Casting time 1 action, 90 foot range, VS, Concentrate up to 10 mins, evocation, ranged, force damage.
The the spell is cast in a 20 foot radius area. Anti gravity pulses randomly shock through the area. Those failing a DEX saving throw (each round) take 3D6 force damage as body parts are pummelled. The anti-gravity-surges are momentary. The area is difficult terrain for the duration.
You only need to maintain concentration on the spell, but it can affect all those in the area for the duration.
Gravity Inversion (similar mechanics to Delayed blast Fireball)
Level 7, Casting time 1 action, 150 foot range, VS, Concentrate up to 1 min, evocation, ranged, force damage.
The caster choses a targeted position with range and begins concentrating on the spell. All those within 40 foot must make CON saves or be pulled towards the centre of the area, 5 foot per round. This 40 foot radius area is difficult terrain for the duration. At the end of the concentration, the gravity inversion explodes outwards. Base damage is 10D6 force.
Damage is increased by 1D10 per spell slot used over 7, and 1D6 per round spent concentrating on the spell.
The damage affects all with 20 foot of the spell centre, half damage on a successful DEX save.
When faced with an issue, most people would rather be negative than find a solution.
Have you looked at the Graviturgy Wizard from Explorer's Guide to Wildemount? It may give you some ideas and you could have the subclass add the Dunamancy spells to the Sorcerer spell list.
How to add Tooltips.
My houserulings.
I became aware of the Graviturgy Wizard half way through this, yeah. Until that point, Graviton was going to be a subclass for both wizard and sorcerer.
Aint checked the Dunamancy spell list out yet though. Must have a look at some point.
When faced with an issue, most people would rather be negative than find a solution.