Sorcerer: Cosmic Gravitation

Gravity is often considered the weakest force, but let us not forget that it is one of the most important for our daily lives. Without gravity, the stars, planets and moons would not be bound to each other (or even have formed). Without gravity, the air would not be tied to the Earth. Without gravity, we would fall into the sky.

Cosmic Gravitation Sorcerers have, at their core, a piece of the energy that governs this force. No one can say for sure where it came from Did a sentient star offer its essence to the child? Did the planets converge on the moment of their conception? Did their mother eat sushi while pregnant? Whatever the origin of this power, it’s applications are impressive. These Sorcerers are innately able to change the direction of down for themselves and can manipulate gravity in order to pin down enemies. Over time, they can even learn to bend gravity around themselves and capture small objects in orbit around themselves, like the moons around a planet. Except (most) planets don’t tend to fire their moons at people.

Gravitational Manipulation

1st-level Cosmic Gravitation feature

Cosmic energy flows through you, allowing you to manipulate how gravity affects you in the following ways:

  • As a bonus action you can reorient your personal gravity, changing which way is down. When you do so, you immediately fall in whatever direction is now down.
  • You always halve falling damage and, as long as you are not knocked unconscious or killed by the damage, always land on your feet, standing.
  • Once per turn, when you hit an enemy with a spell attack of 1st level or higher, you can increase gravity for that enemy. Until the end of it’s next turn, the targets movement speed is reduced by 5 for each level of the spell you cast, to a minimum of 10.

Gravity Magic

1st-level Cosmic Gravitation feature

You learn additional spells when you reach certain levels in this class, as shown on the Gravity Spells table. Each of these spells counts as a sorcerer spell for you,


 

 

but it doesn’t count against the number of sorcerer spells you know.

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 an transmutation or an evocation spell from the sorcerer, warlock, or wizard spell list.

Gravity Magic
Level Spells
1st magnify gravity, feather fall
3rd earthbind, levitate
5th pulse wave, fly
7th gravity sinkhole, resilient sphere
9th animate objects, wall of force

Gravitational Capture

6th-level Cosmic Gravitation feature

Gravity is always bending around you, and small objects can sometimes be caught in your orbit. If a creature makes a ranged spell or weapon attack at you and misses, the projectile is captured by your gravitational field, collapses into a black hole and orbits you as a satellite. Each satellite stays in orbit for one minute before it disintegrates. You may have a number of satellites equal to your Charisma modifier (minimum of 1). Any additional projectiles captured after this replace your current satellites, starting with the oldest.

So long as you have at least one satellite; you may, as a bonus action, spend one sorcery point. For each satellite orbiting you, make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes 1d10 force damage.

Orbital Defences

14th-level Cosmic Gravitation feature

You can manipulate the orbits of your satellites to create a defensive screen. For each satellite you have currently orbiting you, your AC is increased by 1.

Going Jovian

18th-level Cosmic Gravitation feature

You can channel the gravitational force of a gas giant and warp the force of gravity near you. As an action, you distort the force of gravity in a 30 foot radius, 60 foot tall, cylinder centred on you. For 1 minute or until you lose your concentration (as if you were casting a concentration spell):

  • A creature moving through the area must
    spend 4 feet of Movement for every
    1 foot it moves.
  • Ranged spell and weapon attacks
    that pass through the area of effect are
    made at disadvantage.
  • When a creature enters the area for the first time on its turn, or starts its turn there, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 3d10 force damage and is knocked prone. Tiny and small-sized creatures, as well as medium-sized creatures wearing only light, natural or no armour make this save with advantage.

  • Flying and climbing speeds are reduced to 0 until the creature leaves the area, if a creature is off the ground when the area is created or upon entering, they immediately fall to the ground, taking 3d10 force damage, in addition to any falling damage.

You are immune to these effects and, at the time you create the field, you can designate one other creature to be immune as well. You can change this creature as a bonus action on subsequent turns while the effect is active. Once you use this feature, you cannot do so again until you finish a long rest, unless you spend 6 sorcery points to use it again.

Credits

Made using u/AeronDrake‘s Homebrewery Formatting Guide and u/QalarValar‘s My watercoloring technique (and general image guide)

All other images generated by u/Jaydeeceevee using Microsoft Bing and OpenAI’s DALL.E 3 image generator.