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Gravitational Origin

Innate Spells

Starting when you choose this origin at 1st level, you have a knack for gravitational magic. Spells that appear on the gravitational spell list that don't appear on the sorcerer spell list are added to the sorcerer spell list for you.   In addition, you learn one 1st level spell of your choice that appears on the gravitational spell list. This spell doesn't count against your number of spells known. You learn an additional spell of 1st level or higher of your choice that appears on the gravitational spell list at 3rd level, and again at 5th, 7th and 9th level. These spells don't count against your number of spells known.

Raise/Lower

Also starting at 1st level, you can instinctively alter gravity around yourself. As a bonus action on your turn, you can lower or raise your gravity, gaining one the following benefits.
Lower. You gain a flying speed equal to half your walking speed until the end of your turn. If you already have a flying speed, you instead gain a bonus to your flying speed equal to half your walking speed until the end of your turn.
Raise. The next time you make a Strength or Dexterity saving throw before the start of your next turn, you can roll 1d6 and add it to the result.   You can use this ability a number of times equal to 1 + your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Pull Your Weight

Beginning at 6th level, as a reaction to a creature being moved by one of your spells, you can spend 1 sorcery point to fly up to your speed directly towards that creature without provoking opportunity attacks.   In addition, when you use your Raise/Lower feature, you can spend up to 3 sorcery points. For each sorcery point you spend this way, you can grant the same benefit to another creature you can see until the end of its next turn.

Gravity Field

At 14th level, you learn to create protective fields of gravity around yourself. Whenever you finish a short or long rest, you gain temporary hit points equal to your sorcerer level. While you have these hit points, you have a 10 foot flying speed.

Heavy Crush

Starting at 18th level, you can force heavy gravity upon your enemies. As an action, you can spend 5 sorcery points to create extreme heavy gravity around any number of creatures of your choice within 60 feet of you. Each chosen creature must make a Constitution saving throw against your spell save DC. A creature that fails its saving throw is knocked prone, takes 2d10 force damage, and until the start of your next turn has a flying speed of 0, and has disadvantage on Strength and Dexterity saving throws and on all attacks. A creature that succeeds its saving throw takes half as much damage and suffers no other effects.

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