Sorcerous Origin: Gravity Shifter

by CoffeeSorcerer69

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Sorcerous Origin: Gravity Shifter

Your innate magic comes from the primordial force that controls the cosmos... gravity. You may have gained these powers after an incident with a rogue entity from the outer planes or maybe you encountered a gravitational phenomenon in the void of space.

No matter what gave you your powers, you have learned to exert your will in order to control gravity around you.

Gravity Shifter Origin Spells
Sorcerer Level Spells
1st Magic Stone, Magnify Gravity
3rd Immovable Object
5th Pulse Wave
7th Gravity Sinkhole
9th Animate Object
11th Gravity Fissure

Armor of Anti-gravity

Starting at 1st level, you no longer suffer from fall damage and your AC is calculated with your Charisma modifier instead of your Dexterity, your AC equals 13 + your Charisma modifier.

Additionally, you also learn the Feather Fall spell which doesn't count against your spells known, you can cast it using 1 sorcery point.

Surge of Gravity

At 1st level, you can spend an action to let forth a vibrant blue warbling energy to surround creatures of your choice, this energy lets you exert you control of gravity onto a number of creatures or areas equal to your Charisma modifier, by either reducing the gravity around them to speed them up or increasing it to slow them down. This ability lasts for 2 rounds. An unwilling creature directly targeted by this ability must make a Charisma saving throw against your spell save DC, if the creature succeeds then they become immune to the ability for 2 rounds.


You can use this ability a number of times equal to half your sorcerer level (rounded up). You regain 1 use of this feature when you finish a short rest, and all uses when you finish a long rest.

  • Reduce Gravity. Creatures that you reduce the gravity around or creatures that enter an area of reduced gravity, gain a +4 to their max AC and gain an additional 30 feet of movement speed. They also have advantage on Dexterity checks and saving throws for the duration of the ability.
  • Increase Gravity. Creatures that you increase the gravity around or creatures that enter an area of increased gravity, gain a -4 to their AC and lose half of their movement speed. They also have disadvantage on Dexterity checks and saving throws for the abilities duration.

You can target twice as many creatures or areas and your uses are doubled at 14th level.

Motes of Gravitation

At 6th level, you can use a bonus action to spend 3 sorcery points to create a number of motes equal to twice you Charisma modifier, these motes are vibrant blue colored orbs of warbling energy and orbit around you in a 4 foot wide circle. You can use these motes in a few ways:

  • Grab. As an action, you can send a mote out to grab an item or target and hold it in a mote, an unwilling target must make a Dexterity saving throw against your spell save DC. A target held by a mote is considered paralyzed and can use its turn to make a Charisma saving throw against your spell save DC to escape from the mote. When you have a grabbed target then they orbit you.
  • Attack. As an action, you can send the mote flying at a target forcing a target to make a Dexterity saving throw against your spell save DC. On a failed save, they take force damage equal to your sorcerer level and half as much on a successful one.
  • Push. As an action, you can push an object or a target up to 50 feet away, the target must make a Strength saving throw or fall prone taking bludgeoning damage equal to your sorcerer level. Any objects in the direction the target is being pushed, are damaged and the target takes 6 bludgeoning damage for every object it hits.

These motes can reach a distance equal to your movement speed, if you do nothing with a mote on your turn other than moving it then the mote immediately goes back to orbiting around you. If a mote is hit with Dispel Magic or Counterspell then the mote dissipates, the motes are however immune to remove curse. If a mote has Shield cast against it then the mote returns immediately to you.

Shift Gravity

At 14th level, you gain the ability to shift the pocket of gravity around you. As an action you can shift your pocket of gravity to gain the the following abilities below for 1 hour.

  • You can use an action to gain a magical flying speed equal to twice your current walking speed + 20 feet and no longer provoke opportunity attack, while you're not incapacitated.
  • If you fly into or land on an object 5 feet wide you can choose to walk on the object as if it's normal terrain no matter if it's side ways or upside down.
  • You have advantage on all Dexterity checks and saving throws while you're not incapacitated, and you can control your fall trajectory.

When this action ends, a wave of lethargy sweeps over you forcing you to forfeit all actions until your next turn.

Black Hole

At 18th level, you can use an action to spend 6 sorcery points to create a small black hole in a range of 180 feet of you, spanning 20 feet for 1 minute. All targets in a 50 foot radius must succeed on a Strength saving throw against your spell save DC or be pulled towards the center, taking force damage equal to 3 times your sorcerer level, or half as much on a successful save.

Cover Art

 

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