Wizard
Base Class: Wizard

You draw your magic from the primordial forces that shape the universe—gravity itself. You bend the unseen power of gravitational fields to your will. Your presence is immense, if subtle, controlling the forces that distort the space around you.

Gravitation Savant

Choose one Wizard spell from the Abjuration school, and another from the Transmutation school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from either school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Gravitic Pulse

Starting at 3rd level, you gain the ability to manipulate the pull of gravity around you. As a bonus action, choose one creature Large or smaller within 30 feet of you. That creature must succeed on a Strength saving throw against your Wizard spell save DC or be pulled up to 15 feet directly toward you or pushed up to 15 feet away from you. If this movement causes the creature to collide with a solid object or another creature, they take force damage equal to your Intelligence modifier (minimum of 1) + your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gravitational Knack

Your affinity with gravitational forces grants you an intuitive understanding of mass and momentum. You gain proficiency in the Athletics skill, and you can add your Intelligence modifier, instead of Strength, to any Athletics checks you make. In addition, your Movement Speed increases by 10 feet.

Distortion Field

At 6th level, you can create a field of unstable gravity around you. As an action, you conjure a 10-foot emanation. For 1 minute, all creatures of your choice within this area have disadvantage on either Strength saving throws or Attack Rolls. When a Large or smaller creature enters this field for the first time on its turn, or starts its turn within the radius, you have the option of forcing it to make a on a Strength saving throw against your wizard spell save, or be pulled 5 feet toward you. While the Distortion Field is active, you gain resistance to force damage. You can use this feature once per short or long rest.

Additionally, the constant gravitational flux surrounding you has hardened your body. You may choose whether an effect would change your gravity, such as the reverse gravity spell or similar effects.

Event Horizon

At 10th level, your control over gravity allows you to push or pull creatures at will. When you hit a creature with a spell attack or when a creature fails a saving throw against one of your spells, you can choose to push the target up to 30 feet away from you or pull them up to 30 feet toward you. You may only target one creature per spell with Event Horizon. This forced movement occurs in a straight line and does not provoke opportunity attacks. If the target collides with a solid object, another creature during this movement, spell effect, or subclass feature effect, they take force damage equal to 1d8 for every 10 feet of movement they were forced. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Quantum Reshuffle

At 14th level, you have learned to fold space around yourself, bending the universe to your will. You can cast the Dimension Door spell a number of times equal to your proficiency bonus without using any material components. You can cast Dimension Door in this way as a bonus action on your turn, bringing along all willing creatures of your choosing within twice the radius of your Distortion Field. When you use Dimension Door in this way, a translucent wormhole briefly opens where you started and closes where you reappear, leaving an eerie ripple in the air in both places that dissipates instantly.

Additionally, your manipulation of space warps your interaction with gravity, allowing you to drift a few inches above the ground, gliding over difficult terrain and mundane hazards without effort. You gain a Hover speed of 10 feet. If you already possess a Hover speed or Fly speed from any source other than magic items, this speed increases by 10 feet. You cannot be forcibly knocked prone, and non-magical effects cannot reduce your movement speed.

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