Base Class: Wizard
Force Adepts study the unseen currents that bind thought, matter, and magic together. Where other Wizards shape the Weave through formula and incantation alone, Force Adepts learn to reach beyond their spells and exert their will directly upon the world.
Their training begins with simple acts: drawing an object into an outstretched hand, holding a falling stone motionless in the air, or pushing an opponent back without touching them. With greater mastery, these techniques become weapons and defenses of remarkable precision. A Force Adept can suspend a creature in place, cast it violently aside, arrest a projectile moments before impact, or raise objects far beyond what mortal strength could move.
Yet their greatest mastery comes when these disciplines cease to feel separate from wizardry. Spellcasting itself sustains their telekinetic grasp, recovered arcane power restores their command of the Force, and at the height of their training they can hold several creatures suspended while continuing to shape spells around them
Expanded Spell List
Additional Spells on your Wizard List:
Zephyr Strike, Enspelled Armament, Shielding Word, Pulse Wave, Supernal Smite, Freedom of the Winds
Level 3: Reach Out
You gain the following benefits:
Fine Manipulation. As a Magic action, choose an unattended object within 30 feet that weighs no more than 50 pounds. You can move it up to 30 feet within range and manipulate it as if using one hand.
You can keep an object within the weight limit suspended until the end of your next turn. Using this feature again extends the duration on what you have suspended.
This feature can't make attacks, activate magic items, or move creatures, however, the utilize action can be used.
Force Impulse. As a Bonus Action, choose a Large or smaller creature you can see within 30 feet that isn't behind Total Cover. It must succeed on a Strength saving throw against your Wizard spell save DC or move up to 10 feet horizontally toward or away from you.
A willing creature can choose to fail. This movement doesn't provoke Opportunity Attacks.
Level 3: Force Stasis
When you use Force Impulse, you can expend one use of this feature to attempt to seize the target instead of moving it.
On a failed save, the target has the Restrained condition until the end of your next turn. An airborne target remains suspended.
At the end of each of its turns, the target repeats the save, ending the effect on a success.
On subsequent turns, you can use a Bonus Action to maintain the stasis until the end of your next turn, for a maximum duration of 1 minute.
You can maintain Force Stasis on only one creature at a time. It ends if you have the Incapacitated condition, the target leaves the feature's range or gains Total Cover from you, or you use Force Stasis on another creature.
Force Stasis doesn't require Concentration.
You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Level 6: Force Through the Weave
Once on each of your turns, when you cast a Wizard spell using a spell slot that affects a creature held by your Force Stasis, you can maintain Force Stasis on that creature as part of casting the spell instead of using a Bonus Action.
Level 6: Arrest the Bolt
When a ranged attack roll hits you or a creature you can see within 30 feet, you can use your Reaction to reduce the attack's damage by a number of d8's equal to your Proficiency Bonus plus your Intelligence modifier . (PBd8+int mod)
If this reduces the attack's damage to 0, the attack is arrested before impact. The original target suffers no damage or other effects from the attack, and the attack remains suspended until the end of your next turn.
Before then, you can use a Bonus Action to redirect the suspended attack toward a creature you can see within 60 feet. Make a ranged spell attack against that creature. On a hit, it takes a number of d8s of Force damage equal to your Proficiency Bonus.
The redirected attack doesn't reproduce the original attack's damage type or additional effects.
You can suspend only one attack at a time. An unredirected attack falls harmlessly or dissipates when the suspension ends.
You can use Arrest the Bolt twice, regaining all expended uses when you finish a Long Rest.
Level 6: Forceful Release
As a Bonus Action, you can end Force Stasis on a creature and move it up to 20 feet horizontally to an unoccupied space you can see.
You can then deal 2d8 Force damage to it.
You can deal this damage without moving the creature, or end Force Stasis without using this feature.
Level 10: Size Matters Not
Your command of the Force extends to creatures and objects of extraordinary size.
The ranges of your Fine Manipulation, Force Impulse, and Force Stasis features increase to 60 feet. Force Impulse and Force Stasis can now affect Huge or smaller creatures.
Whenever a creature fails its initial saving throw against Force Impulse, or whenever you maintain Force Stasis on a subsequent turn, you can move that creature up to 20 feet in any direction to an unoccupied space within the feature's range. A creature moved into the air remains suspended there while Force Stasis lasts.
In addition, Fine Manipulation can affect a Huge or smaller object regardless of its weight. It can also move an object supporting willing creatures or containing other objects, such as a wagon, platform, or small vessel.
When you manipulate an object weighing more than 50 pounds or an object supporting one or more creatures or things, you must Concentrate as if concentrating on a spell. You must take a Magic action on each of your turns to move the object or keep it suspended, and you can maintain this effect for up to 10 minutes.
An object manipulated in this way can't be used to make an attack or directly deal damage. If you cease maintaining the effect while the object is airborne, it descends harmlessly at a rate of 60 feet per round until it reaches a surface capable of supporting it.
Level 10: Draw Upon the Force
Your reserves of arcane power can replenish your command of the Force.
If you have no uses of Force Stasis remaining, you can expend a level 2 or higher Wizard spell slot when you use Force Stasis instead of expending a use.
If you have no uses of Arrest the Bolt remaining, you can expend a level 3 or higher Wizard spell slot when you use Arrest the Bolt instead of expending a use.
Level 14: For My Ally is the Force
As a Bonus Action, you enter a state of heightened connection for 1 minute. Maintaining this state requires Concentration as if concentrating on a spell.
When you enter this state, you can immediately attempt to use Force Stasis on up to three creatures within range without expending uses.
For the duration, you gain the following benefits.
Many Within Your Grasp. You can maintain Force Stasis on up to three creatures simultaneously. Using Force Stasis doesn't expend uses.
One Gesture. When you take a Bonus Action to manipulate your Force Stasis, you can affect up to three creatures currently within the feature's range. For each creature, choose one of the following:
- Attempt to initiate Force Stasis against it.
- Maintain an existing Force Stasis on it.
- Use Forceful Release on it.
You can't choose the same creature more than once with the same Bonus Action.
The Force Flows Through You. Once on each of your turns, immediately after you cast a Wizard spell using a spell slot, choose one creature affected by Force Stasis. You can maintain its Force Stasis, move it up to 20 feet in any direction, or use Forceful Release on it without taking a bonus action.
Turn Their Weapons Aside. Arrest the Bolt doesn't expend uses during this state. When you use One Gesture, you can also redirect one suspended attack without taking an additional Bonus Action.
When this state ends, all Force Stasis effects you are maintaining end, and any suspended attack falls harmlessly or dissipates.
Once you use this feature, you can't use it again until you finish a Long Rest.
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