Wizard
Base Class: Wizard

This subclass is an updated version of the Graviturgy Magic subclass for Wizards from Explorer's Guide to Wildemount, following the precedence set by the 2024 Wizard subclasses such as Evoker and Abjurer. 

Level 3: Adjust Density

As an action, you can alter the gravitational pull on one creature or object you can see within 30 feet of you. The target must be Large or smaller. It must be either a willing creature or an object that isn't being worn or carried.

Choose one of the following effects:

  • Lighten. Until the effect ends, the target's Speed increases by 10 feet, its jump distance is doubled, and it has disadvantage on Strength ability checks and Strength saving throws.

  • Heavier. Until the effect ends, the target's Speed decreases by 10 feet, and it has advantage on Strength ability checks and Strength saving throws.

The effect lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell).

At 10th level, your Adjust Density can now target a creature or object that is Huge or smaller.

Level 6: Gravity Well

When you cast a spell that targets a creature, you can manipulate the gravity around it. If the creature is willing, fails a saving throw against the spell, or is hit by a spell attack from the spell, you can move it up to 5 feet to an unoccupied space you can see.

Level 10: Violent Attraction

You’ve learned to channel sudden gravitational bursts to intensify impacts. When a creature you can see within 60 feet of you hits with a weapon attack, you can use your reaction to amplify the force of the blow. The target of the attack takes an extra 1d10 damage of the weapon’s type.

Alternatively, when a creature within 60 feet of you takes damage from falling, you can use your reaction to intensify the gravitational pull, causing the creature to take an extra 2d10 damage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Level 14: Event Horizon

As an action, you can create a field of intense gravitational force that lasts for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). The field radiates from you in a 30-foot radius.

For the duration, when a hostile creature starts its turn in the area, it must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 2d10 force damage, and its Speed is reduced to 0 until the start of its next turn. On a successful save, the creature takes half as much damage, and each foot it moves that turn costs 3 feet of movement.

Once you use this feature, you can’t do so again until you finish a long rest or expend a spell slot of 3rd level or higher to use it again.

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