Base Class: Wizard
Sometimes, a wizard will stumble upon a discovery that changes their understanding of the world itself. One such discovery is that gravity is itself a force much like heat or sound, and can be manipulated with magic. Physiomancers have learned to harness gravity to rewrite the world around them causing seemingly impossible effects to occur. A physiomancer can bend gravity around themself to deflect attacks and even float.
Suspend Gravity
At second level, you have learned how to free yourself from the shackles of gravity. You may cast Levitate on yourself at will without expending a spell slot.
Levitate-
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Gravitational Anomoly
Also at 2nd level, you have better learned to maximize your spells that use some form of gravity to deal damage. Whenever you deal Bludgeoning damage with a spell, you deal additional damage equal to your Intelligence modifier.
Repulsion
When you reach 6th level, you have learned how to bend gravity around you ever so slightly. Your AC increases by your Intelligence modifier (minimum of +1). Additionally, at 12th level, whenever a creature misses you with an attack while within 10ft of you, they are immediately pushed 10ft away from you.
Attraction
At 10th level, you have learned how to pull objects towards either yourself or each other. As a bonus action, you may either cause an object of medium size or smaller within 70ft of you to be pulled into your reach (if said object is being held or worn by a creature, they must succeed a Strength save against your spell DC to keep their grip on it); or target a space within 40ft of you that you can see. All creatures and objects within a 20ft radius sphere of that point are violently pulled towards the center of the sphere. Creatures may make a Strength saving throw to avoid being pulled. Upon colliding with other creatures or objects, creatures take 4d4 bludgeoning damage and fall prone.
You may use this feature a number of times per day equal to your Intelligence modifier.
Singularity
Starting at 14th level, you may use your action to create a gravitational singularity. A small pinprick of light appears at a point you can see within 90ft. After a moment, the pinprick implodes on itself creating a well of impenetrable darkness 1ft in diameter. All creatures within a 25ft radius of the singularity must succeed on a Strength saving throw against your spell DC or be drawn into the singularity, taking 8d6 + 20 force damage. Any unsecured objects less than 100lbs are drawn in and destroyed. A creature that succeeds on the save is not drawn in. Any creature that ends its turn within the radius of the singularity must make the same save or be drawn in. The singularity lasts for 1 minute before disappearing.
You may use this feature once per short or long rest.
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