Base Class: Wizard
Wizards who follow the School of the Eventide Singularity study the primordial force that binds all things — gravity. Not the gentle gravity of falling apples, but the terrible kind that crushes stars and collapses time itself. These mages manipulate the battlefield with gravitational force, drawing enemies into crushing impacts, anchoring foes in place with invisible weight, and unraveling space around them.
To walk this path is to become an anchor in the fabric of reality — a living singularity that draws all things inward. Where others cast spells of flame and illusion, you summon the weight of inevitability. With each spell, you bring the battlefield one step closer to collapse.
Those who cross a master of the Eventide Singularity do not merely fall — they eventide.
Gravity Pulse
You call upon the power of gravity to push your foes away. As an action you can unleash a blast of gravitational energy in a 15-foot cone. Creatures within the cone must make a strength saving throw or take 2d8 force damage and be pushed away, and half damage on a success.
- Impact slam: If a creature is pushed into a solid object (excluding creatures), it takes an additional 1d8 bludgeoning damage and must succeed on a DC 15 dexterity saving throw or be knocked prone.
- Damage Increases at higher levels:
- 6th Level: 3d8 Force / 2d8 Bludgeoning
- 10th: 4d8 Force/ 3d8 Bludgeoning
- 17th: 5d8 Force/ 5d8 Bludgeoning
- Damage Increases at higher levels:
You can use this feature a number of times equal to your Intelligent Modifier (Minimum 1), regained on a long rest.
Sense of the Eventide
Your gravity magic heightens your awareness of mass and movement
You gain 15ft of tremorsense.
Advantage on perception checks to detect hidden or invisible creatures
When casting a spell that targets a single creature you ignore half cover
Inertia Overload
You can crush a creature with its own momentum when you damage it with a spell.
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When you deal damage with a spell, you may use your reaction to force the target to make a Strength saving throw.
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Fail: The target is knocked prone takes force damage equal to your Intelligence modifier at the start of its turn.
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Success: No additional effect.
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Uses: Equal to your proficiency bonus per long rest.
Curved Space
ou distort a region of space with gravitational ripples.
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As an action, choose a point within 60 feet. Create a 20-foot-radius Gravity Zone that lasts for 10 minutes or until you lose concentration (as if concentrating on a spell).
Effects while in the zone:
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Movement is halved.
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Ranged weapon attacks from outside have disadvantage.
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Teleportation or planar travel into or out of the area requires a Constitution saving throw. On a failure, the effect fails.
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Uses: Once per long rest, or again by expending a 4th-level spell slot.
Gravition Implosion
You create a localized gravitational singularity.
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As an action, choose a point within 120 feet. Creatures in a 30-foot-radius must make a Strength saving throw.
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Fail: Creatures take 10d10 force damage, are pulled to the center, and become restrained for 1 minute.
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Success: Take half damage, not restrained.
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While restrained:
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Cannot take reactions.
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Have disadvantage on Strength and Dexterity checks and saving throws.
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May repeat the save at the end of each of their turns to end the effect.
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The implosion creates a 10-foot-radius area of difficult terrain until dispelled or until you finish a long rest.
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Uses: Once per long rest, or again by expending a 6th-level spell slot.
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