Graviturgy Magic

Graviturgy Magic is a dunamantic school of wizardry that is studied in the Kryn Dynasty. This subclass was created by Matthew Mercer.

Description
Graviturgy wizards focus on manipulating the force of gravity.

History
Essek Thelyss has both graviturgy and chronurgy wizard abilities, and used the Adjust Density ability to make 50 pounds of clay weigh half as much.

Adjust Density
At 2nd level, as an action, a Graviturgy wizard can either halve or double the weight of a Large or smaller creature or object that they can see within 30 feet. Halving a creature's weight in this way gives them disadvantage on Strength checks and saves, but their jump distance is doubled and their speed is increased by 10 feet per round. Doubling a creature's weight in this way gives them advantage on Strength checks and saves, but reduces their speed by 10 feet per round.

At 10th level, this effect may also be used against Huge creatures.

Gravity Well
At 6th level, when a Graviturgist casts a spell on a creature, they may also move the spell's target 5 feet to an occupied space. This can be done if the target is willing to move, or if the spell was a successful hit (if an attack) or the target failed their save (if the spell requires a saving throw).

Violent attraction
At 10th level, a Graviturgy wizard can, as a reaction, choose to increase the velocity of a weapon attack against a creature within 60 feet and within sight. This increases the damage taken by 1d10, of the same type of damage as is done by the weapon. They can alternatively use this on a creature that sustains falling damage within 60 feet of them, and increase the fall damage by 2d10. The wizard can do this a number of times equal to their Intelligence modifier per long rest.

Event Horizon
At 14th level, Graviturgy Magic wizards can, as a reaction, create their own gravitational field for up to one minute, or until they deliberately or inadvertently break concentration. During this time, all hostile creatures that start their turn within 30 feet of the wizard must make a Strength saving throw against the wizard's spell save DC. If it fails, it cannot move that turn and it takes 2d10 force damage. If it succeeds, it takes half damage and its speed is reduced to a third of what it is normally. This feature can be used once per long rest, or by using a spell slot of at least third level.