Wizard: Difference between revisions

133 bytes removed ,  04:03, 25 November 2022
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==== Adjust Density ====
==== Adjust Density ====
''2nd Level School of Graviturgy Feature''<br>
''2nd Level School of Graviturgy Feature''<br>
As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).<br>
As an Action, you can magically alter the weight of one object or creature you can see within 30ft of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your Concentration on this effect ends.<br>
While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.<br>
While the weight of a creature is halved by this effect, the creature’s Speed increases by 10ft, it can Hump twice as far as normal, and it has Disadvantage on Strength Checks and Saving Throws. While the weight of a creature is doubled by this effect, the creature’s Speed is reduced by 10ft, and it has Advantage on Strength Checks and Saving Throws.<br>
Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.
Upon reaching 10th Level in this class, you can target an object or a creature that is Huge or smaller.
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==== Gravity Well ====
==== Gravity Well ====
''6th Level School of Graviturgy Feature''<br>
''6th Level School of Graviturgy Feature''<br>
You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
You’ve learned how to manipulate gravity around a living being: whenever you cast a Spell on a creature, you can move the target 5ft to an unoccupied space of your choice if the target is willing to move, the Spell hits it with an Attack, or it fails a Saving Throw imposed by the Spell.
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Violent Attraction
==== Violent Attraction ====
''10th Level School of Graviturgy Feature''<br>
''10th Level School of Graviturgy Feature''<br>
When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type.<br>
When another creature that you can see within 60ft of you hits with a Weapon Attack, you can use your Reaction to increase the Attack’s velocity, causing the Attack to deal and additional 1d10 Damage.<br>
Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall’s damage by 2d10.<br>
Alternatively, if a creature within 60ft of you takes Damage from falling, you can use your Reaction to increase the that Damage by 2d10.<br>
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses when you finish a Long Rest.
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Event Horizon
==== Event Horizon ====
''14th Level School of Graviturgy Feature''<br>
''14th Level School of Graviturgy Feature''<br>
As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.<br>
As an Action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your Concentration on this effect ends. For the Duration, whenever a creature hostile to you starts its turn within 30ft of you, it must make a Strength Saving Throw against your Spell Save DC. On a failed Save, it takes 2d10 Force Damage, and its Speed is reduced to 0 until the start of its next turn. On a successful Save, it takes half as much Damage, and is Slowed 2 until the start of its next turn.<br>
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.
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