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Force Wielder
\pagebreak # Force Wielder F*eel the earth beneath your feet.* *Feel the sun and stars above you.* *Feel their strength, so complete.* *That strength is yours too.* *Let that strength unfurl.* *For* you *are a shaper of worlds.* ##### A Sorcerous Origin Force Wielders are sorcerers who can manipulate gravity itself to shape the world around them. #### Force Manipulation When you choose this origin at 1st level, you gain a limited telekinesis. As an action you can choose a creature other than yourself or an object you can see within 60 feet of you and attempt to move it up to 30 feet to an unoccupied space you can see. You can move the target horizontally, vertically, or both. You can only move untethered objects that aren't being worn or carried this way. If you use this feature on an unwilling creature, it must succeed on a Strength saving throw against your spell save DC to resist all effects. Whenever you successfully use this feature on a creature, you can choose to deal 1d10 plus half your Sorcerer level force damage to it. Once you've used this feature on creatures and/or on medium or larger objects a number of times equal to your proficiency bonus, you cannot use it on creatures or medium or larger objects again until you finish a long rest, unless you spend 1 sorcery points to do so. You can use this feature on small or smaller objects an unlimited number of times, and can move them directly to or from your hand. #### Gravity Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the table. Each of these spells counts as a sorcerer spell for you, but doesn't count against the number of sorcerer spells you know. Additionally, when your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can choose the new spell from the graviturgy spells of the wizard spell list (which can be found in the Explorer's Guide to Wildemount) as well as from the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or an evocation spell from the sorcerer, warlock or wizard spell list. ##### Gravity Spells | Sorcerer Level | Spells | |:---:|:-----------:| |
1st
|
Catapult, Magnify Gravity
| | 3rd | Immovable Object, Hold Person | |
5th
|
Pulse Wave, Slow
| | 7th | Gravity Sinkhole, Otiluke's Resilient Sphere | |
9th
|
Hold Monster, Telekinesis
|
*[Turning Point](https://www.deviantart.com/pindurski/art/Turning-Point-568805603)*, by [pindurski](https://www.deviantart.com/pindurski) #### Telekinetic Protection Beginning at 6th level, as a reaction whenever you or a creature you can see within 30 feet of you takes damage, you can roll 1d10 and reduce that damage by the result plus your Sorcerer level. You can use this feature a number of times equal to your Charisma modifier, after which you must finish a long rest to use it again unless you spend 2 sorcery points to do so. #### Greater Manipulation At 14th level, you telekinetic powers are strengthened. The range of your Force Manipulation feature increases to 120 feet and you can use this feature as a bonus action. #### Wave of Force At 18th level, you can release a pulse of gravity. As an action, you may choose any number of creatures you can see within 60 feet of you and either push them all away or pull them all towards you. The chosen creatures must make a Constitution saving throw against your spell save DC. On a failure, they take 10d10 force damage and are either pushed 30 feet away from you or pulled 30 feet towards you, based on the direction you chose when you used this feature. On a success, they take half as much damage and aren't pushed or pulled. Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to do so.