Base Class: Wizard
Focusing on the manipulation of time in conjunction with understanding and mastering the forces that draw bodies of matter together or drive them apart is the core of Dunamantic studies. The students of Dunamancy learn to alter the pace of reality to their liking and manipulate the violent energy of gravity to their benefit and the terrible detriment of their enemies.
Chronal Shift
2nd-level Dunamancer feature
You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
Temporal Awareness
2nd-level Dunamancer feature
You can add your Intelligence modifier to your initiative rolls.
Gravity Well
6th-level Dunamancer 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.
Momentary Stasis
10th-level Dunamancer feature
As a reaction when you take damage from a huge or smaller creature within 60 feet that you can see, you magically force the creature to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature takes 2d10 force damage as their body is crushed by gravitational forces and is encased in a temporal field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
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.
Sphere of Space-Time
14th-level Dunamancer feature
As an action, you condense chronal gravity energy into a sphere and hurl it at a point you can see within 60 feet where it hovers 10 feet above the ground. The orb emits a powerful field of gravitational energy that tugs at other creatures and briefly slows time in an area. On subsequent turns, you may expend your bonus action to maintain the orb and move it up to 15 feet in any direction to an unoccupied space you can see. You can maintain the orb in this way for up to 1 minute. If you spend a turn without using your bonus action in this way, the effect is lost.
For the duration, whenever a creature hostile to you starts its turn within 30 feet of the Sphere of Space-Time, 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.
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