Graviturgy, Variant (5e Subclass)
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Graviturgy (revised)[edit]
Wizard Subclass
A revision of the pre-existing gravity-centric Wizard subclass. Understanding and mastering the forces that govern the relationships between all physical matter, students of Gravitational magic learn to bend and manipulate the latent force of gravity to their benefit, and the detriment of their enemies.
- Adjust Gravity
Starting at 2nd level, your mastery over the forces that govern the relationship between physical bodies allows you to manipulate them to a small degree. As an action, you can magically alter the weight of one object or creature you can see within 60 feet of you. The object or creature must be Large or smaller, and this feature can be affected to unwilling creature unless it succeeds on a Constitution saving throw against your spell save DC. The target's weight is halved or doubled for up to 1 minute, until you dismiss it (no action required) or if you use this feature again. If you use this feature in turn, you can cast Gravity spell as bonus action on same turn.
Gravity spell List: Magnify Gravity, Pulse Wave, Gravity Sinkhole, Gravity Fissure, Dark Star and Ravenous Void. DM can adjust this list for campaign.
Increase Gravity.
A creature affected by Increased Gravity becomes sluggish and lumbersome. Their speed is reduced by 10 feet, and they have advantage on Strength checks and saving throws, but disadvantage on Dexterity checks and saving throws. If creature affected by Increased Gravity is falling, falling speed and damage is double. Standing up cost for creature affected by Increased Gravity equal to its speed.
Decrease Gravity.
A creature with decreased Gravity becomes swift and light on their feet. Their speed is increased by 10 feet, and they have disadvantage on Strength checks and saving throws, but advantage on Dexterity checks and saving throws. If creature affected by Decrease Gravity is falling, falling speed and damage is halved. Standing up cost for creature affected by Decrease Gravity equal to 5ft.
Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller. Speed increment or reduction now is 15 feet. Creature affected by Increased Gravity has -1 AC. Creature affected by Decrease Gravity has +1 AC. Upon reaching 14th level in this class, you can target any size of an object or a creature. Speed increment or reduction now is 20 feet and Ac increment or reduction now is 2.
- Improved Gravity
At 6th level, you've learned how to weave the magical energies you cast to manipulate the gravity around a living being: When you cast a Gravity spell that affects other creatures or objects that you can see, you can choose any number of them. The chosen creatures or objects automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. you can add your Intelligence modifier in damage to any Gravity spell you cast. If the target of your Gravity spell failed a saving throw against the spell, the creature's speed is reduced by 10 feet.
- Alter Entanglement
At 10th level, your ability to manipulate the gravity of creatures and objects grows, allowing you to manipulate the attraction between multiple entities at once. The size limit of your Alter Density ability is increased to Huge for both creatures and objects.
As an action, choose two targets. Each target must be a Huge or smaller creature or object within 120 feet of you and each other. Creatures targeted by this effect must make a Strength (Athletics) or Dexterity (Acrobatics) check against your spellsave DC. Objects chosen are considered as having automatically failed this check. Creatures targeted can willingly fail this check.
If both targets fail the check, they immediately fall towards each other, flying through the air directly towards each other and meeting in the middle, taking bludgeoning damage as if having fallen the distance travelled. If there are any creatures or objects in the path of either target as they travel, they too must make a Strength (Athletics) or Dexterity (Acrobatics) check. On a failed save, they take the same amount of bludgeoning damage as if having fallen the distance travelled.
If one of the targets succeed on the check, they do not move, and the target that fails the check instead falls the entire distance to the target that succeeded.
This action ends to no effect if both targets succeed the initial check.
- Acumen of Attraction
By 14th level, your skill and experience with manipulating the gravitational forces around you and other creatures becomes second nature to you. You learn and can cast the reverse gravity spell, if you can't already. You always have this spell prepared, and it does not count towards your maximum number of spells you can prepare. Additionally, you can maintain concentration on one spell and one target of Alter Density or two targets of Alter Density at once. If you fail a concentration check, you lose concentration on both.
- Black Hole
At 14th level, you can use the strings of magic to twist, warp and crush the forces of gravity completely.
As an action, you can expend a spell slot to target one point you can see within 150 feet of you. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes force damage equal to 2d10 + a number of d10 equal to the spell slot level expended on a failed save, and is pulled into an unoccupied space as close to the point you chose as possible. On a successful save, they take half as much damage and are not pulled.
Nonmagical structures, terrain, and object not being worn or carried in the area are consumed in the gravitational collapse. Creatures in the area then fall into the space created.
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