Wizard
Base Class: Wizard

By manipulating matter, Force Mages can turn the tide of battle, and social events, by literally turning the tide of what is happening. Manipulation of matter are key.

Matter Sense

Starting at 2nd level, you develop a natural ability to sense matter, allowing you to manipulate it how you please.

- Add half of your intelligence (rounded down) as a bonus to your initiative modifier.

- Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you

- You have a magical 360 degree vision. Similar to blindsight, you can sense the presents of objects and individuals all around you.

Property Change: Attract and Repel

Starting at 2nd level, you learn basic matter changing abilities. You can change the properties of matter to attract or repel objects .

You can use the following effects a number of times equal to your intelligence modifier (minimum one). You regain expended uses on a long rest, and 1 use on a short rest. The effects require a bonus action to use, but can be used with an action.

Attract: You target a 10 ft cube area within 120 feet of you. Objects within that cube automatically are drawn to you, you can pull them up to 30 feet to your location. Creatures in the cube must make a strength saving throw against your spell save dc, on a fail they are pulled in the same way. You can expend a spell slot to increase this pull by 30 feet per spell slot level expended. Each spell slot level expended also increases the save dc by +2.

Repel. You target a 10 ft cube area within 120 feet of you. Objects within that cube are repelled from you. you can push them up to 30 feet from the targeted location. Creatures in the cube must make a strength saving throw against your spell save dc, on a fail they are pushed in the same way. You can expend a spell slot to increase this push by 30 feet per spell slot level expended. Each spell slot level expended also increases the save dc by +2.

You can use your reaction to use this effect on a 10 ft cube area. flying objects (including spells) are repelled from the area and they will not hit you, instead being repelled to an area you target within 120 feet.

 

 

Gravitational Assist

Starting at 6th level you learn to control matter to assist you in speed and agility.

You can use the following features a number of times equal to your intelligence modifier rounded down (minimum one), regaining expended charges on a long rest.

Gravity Dash: You propel yourself forward rapidly. By using a bonus action, you can take the "Dash" action, and gain an additional 30 ft of movement speed on the dash.

Gravity Jump: You propel matter at your feet. You can jump up to 30 feet into the air.

 

Additionally, fall damage you take is halved, and you cannot be forcefully moved by any non-physical source (ie spells and abilities)

Relative Control

Starting at 10th level, you learn to further harness control over matter, giving you the following benefits:

- Whenever a target creature fails their save vs your attract/repel, you can choose for that creature to be violently crushed, dealing 2d10 force damage to them.

- You gain resistance to force damage.

- Once per short or long rest, you can choose a single target object or creature no more than 1000 lbs heavy. if it is a creature, it must make a strength saving throw vs your spell save dc. On a failure, or if it is an object, you can choose one of the following.

Surge of Mass: the target object or creature becomes the center of a large gravitational mass. It's movement speed is reduced to 0 and cannot be moved by anything. It also takes 2d10 force damage at the start of its turns. A creature can repeat a strength saving throw at the end of its turns to remove this effect.

Grip: You change matter around a target. You grip the target as if you had cast the Telekinesis spell on it and won the strength roll.

Gravity Devastation

Starting at 14th level you gain the ability to create a true center of mass. You can target any area within 200 feet of you (including the sky). A ball of mass is created at the area for 1 minute or until you stop it, or concentration ends (this counts as concentrating on a spell). All objects that are 1000 pounds or less are automatically drawn to the area. Creatures you choose must make a strength saving throw against your spell save dc. On a failure they take 2d10 force damage and are pulled 30 feet into the Center. On a success they take half damage and their movement is halved for the turn.

Comments

Posts Quoted:
Reply
Clear All Quotes