Wizard
Base Class: Wizard

A revised subclass meant to increase strength and versatility in combat and roleplay while keeping the identity of the original.

The students of the Graviturgy arcane tradition learn to further bend and manipulate gravity.

Spell List

Starting at 3rd level, you learn Mage Hand in addition to the following spell list.

These spells count as known, are always prepared, and don't count toward your maximum number of prepared spells.
If you already know any of these spells when you gain this feature you can remove them from your Spellbook and replace them.

WOTC has apparently decided that nobody can use spells from the Players Handbook, or 2024 Basic Rules in homebrew, despite allowing me to do so before, so 2014 spells for everyone! 

Wizard Level Spell

1st

Jump, Feather Fall

3rd

Spider Climb, Levitate

5th

Water Walk, Fly

7th

Control Water, Freedom Of Movement

9th

Arcane Hand, Telekinesis

Adjust Density

Starting at 3rd level, As a Bonus Action you magically alter the weight of one object or creature that you can see within 120ft, if the target is unwilling they must pass a Constitution Save against your Spell Save DC or their weight is halved or doubled (your choice) for as long as you are able to maintain Concentration, you can alter more than one target at a time up to your Proficiency Bonus but if you lose Concentration it is dropped for all active targets.

While a creature has their weight halved their Speed is increased by 10ft, they can Jump twice as far as normal, and they have Disadvantage on Strength checks and Saves.
While a creature has their weight doubled their Speed is decreased by 10ft, they can Jump half as far as normal, and they have Advantage on Strength checks and Saves.

If a creature gains movement, or is moved against their will, creatures that have their weight halved gain/move 5ft more, creatures that have their weight doubled gain/move 5ft less.

Gravity Well

Starting at 6th level, whenever you cast a spell on a willing Ally they gain 10ft of movement that they can immediately use to move in a direction of their choice without provoking Opportunity Attacks.

Whenever you land a Spell Attack on a creature, or they fail Saving Throw against one you can move them 5ft in any direction of your choice.

Attract/Repel

Starting at 10th level, you learn to quickly make adjustments to the gravity affecting creatures and objects within your vicinity.

When a creature or object you can see within 120ft:
* Lands an Attack, you can use your Reaction to increase or reduce the damage dealt by 1d10 plus your Intelligence Modifier.
* Starts Falling or takes Fall Damage, you can use your Reaction to double or halve the damage they take.
* Is moved against their will, you can use your Reaction to increase or decrease their distance traveled by 10ft.

Event Horizon

Starting at 14th level, once per Long Rest as an Action choose a point you can see within 120ft, a 30ft radius sphere extends from that point, creatures within the area are subject to the following effects:
*Their base Speed is halved.
*If they enter the area or start their turn in the area they must make a Strength Save or be pulled 10ft toward its center.
*If they enter or start their turn within 10ft of the center as part of the same Save they take 3d10 Force Damage and are knocked Prone on a fail, or half as much on a success.
*If they enter within 5ft of the center they take an additional 3d10 Force Damage.

Requires Concentration and lasts for up to a minute, can Concentrate on this ability at the same time as Adjust Density but both are lost upon a failure.

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