Wizard
Base Class: Wizard

As a gravitational mage, you favor spells that alter the forces of the cosmos around you and other creatures to make victory all but certain. You can conjure wells of gravity to make it harder for enemies to move through or step through space itself to get where you need to be. As your mastery grows, you learn spells of dunamancy and can bend and alter reality to meet meet your own wants, not just over time, but also in an instant.

Practiced Gravitational Arts

2nd-level Gravitational Magic feature

Due to your high exposure and practice in the arts of gravitational magic, you halve falling damage

at 10th level, you completely negate falling damage as your mastery increases

Orbital Flow

2nd-level Gravitational Magic feature

You can push your physical body past it's limit on your turn by dipping your hand into the strings of reality that bind all to a certain fate and change your own, you gain a different benefit depending on which action economy you use, in addition to the original action economy at no extra cost:

Action: You cloak the area around a creature of your choice within 30 feet of you in gravity magic and choose whether they have advantage on the next physical (Strength, Constitution, Dexterity) based save/attack or disadvantage

Bonus Action: You can wrap your hands around the strings of reality around any creature of your choice within 30 feet of you that's large or smaller and force them to make a Strength save against your wizard spellcasting save DC, moving them 10 feet in any direction of your choice

Movement: when you start to move, after spending at least 15 feet of movement, you merely moving starts to shift the physical world to your whims, you can then move an additional 30 feet of movement at no reduction to your remaining movement (can only be used one per turn, this movement counts as teleportation)

Reaction: You can move 15 feet in any direction of your choice without provoking attacks of opportunity

You can use this any of these abilities (in total) four times, and you regain any expended uses when you finish a long rest.

Cosmic Spatial Shift

Starting at 6th level, you can use your bonus action to appear at an unoccupied space that you can see within 90 feet of you. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places for the turn, all features, traits, spells, and other stuff you do originate from your new temporary space, at the end of your turn you swap back to your original spot, if you swapped with a creature they swap places with you again regardless of being moved out of the space or not

Once you use this feature a proficiency bonus amount of times, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Artificial Gravity Field Manipulation

Starting at 10th level, when you effect a creature with a dunamancy spell, you can choose to alter the gravity field around that creature for 1 minute making them heavier or lighter (different benefits depending on which you choose).  At the end of each of the creature’s turns, it can choose to make a Dexterity saving throw against your spell save DC, ending the artificial gravity field around it on a success, the benefits do not stack with the original spell that was casted.

Lighter: halves their weight, grants: Advantage on Dexterity Saves, Disadvantage on Strength Saves, halves falling damage and grants a +5 bonus to their first attack per turn, doubles their movement speed and grants them one additional action on the first turn as they find it easier to move (can not be used for spellcasting).

Heavier: doubles their weight: Advantage on Strength saves, Disadvantage on Dexterity Saves, doubles falling damage and grants a +10 bonus to damage for the first melee attack they hit a creature with per turn, they gain advantage on grapple checks and can not be forcibly moved by a creature of their size or smaller, count as one size larger than they are, halves their movespeed and on the first they gain a force field with HP equal to your wizard level x 2

creatures that are mostly made of metal have disadvantage on saves to end the Artificial Gravity Field, Once you use both of these benefits this feature grants twice, you can’t use it again until you finish a short or long rest.

Shattered Singularity

Starting at 14th level, you can call forth an imaginary mass to hinder your enemies and help your allies. As an action, choose a point within 60 feet of you. all creatures within 15 feet of that point must make a Wisdom saving throw against your wizard spell save DC. On a failed save, they gain the blinded condition towards (INT Mod) amount of creatures or objects of your choice for 10 minutes or until they succeed on destroying the imaginary mass.

Until this imaginary mass disperses or gets destroyed, the creatures effected take 16d12+(Wizard Level) Psychic or Necrotic Damage per turn, at the start of it's and your turns (You choose at the start per creature, can't change damage type for effected creatures while they're underneath the effect of the same mass). The creature can see and hear only itself, you, and the imaginary mass.

You must finish a short or long rest before you can use this feature again, unless you use a spellslot of 4th level or higher to use it again.

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11/15/2024 6:05:58 PM
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