
Sorcerous Origin
At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. We present here a new option available to you when making that choice.
Gravitational Singularity
Beyond the blue skies, nested in the eternal night of the cosmos, stand natural structures of unimaginable magnitude, which very existence bends the fabric of space-time. Epoch after epoch, some of these monstrous formation have devoured so much matter that they have become sinkholes of reality. Beyond their edge, the last boundary of the understandable universe, the ordinary rules of matter give away to unfathomable absurdity. Their heart is the Singularity: a single point of infinite mass, where space and time hold no meaning. You are somehow connected to it, across sidereal distances. It is the source of your magical power.
When you pick this subclass, roll or chose on the Cosmic Connection Origins table to determine how your connection to the Gravitational Singularity was forged.
Cosmic Connection Origins
| d6 | Origin |
|---|---|
| 1 | Part of the matter that composes you has somehow managed to escape a black hole billions of years ago. |
| 2 | You have a recurring dream in which you peek beyond the Event Horizon. You don't know when the dreams started, and you can never remember what you see. |
| 3 | Your birth attracted radiations from a black hole, which have marked your existence ever since. |
| 4 | Your bloodline is an error in the spacetime tissue, but you seem to be the only one to have gained powers from your condition. | 5 | You once fell through a gravitational crack for what seemed both eternity and an instant. | 6 | Even if your current physical body lives on this material plane, your soul is trapped in an unconceivably distant Singularity. From this prison come your powers. |
Cosmic Magic
1st-level Gravitational Singularity feature
You learn additional spells when you reach certain levels in this class, as shown on the Cosmic Magic 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 abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Cosmic Magic
| Sorcerer Level | Spells |
|---|---|
| 1st | absorb elements, catapult |
| 3rd | earthbind, levitate |
| 5th | dispel magic, slow |
| 7th | banishment, dimension door | 9th | maelstrom, telekinesis |
Additionally, your spells are cosmetically changed to reflect the nature of your powers. The earthbind spell, for example, will grasp creatures through a powerful increase in gravity instead of tendrils of light, or the maelstrom spell will create an effect more akin to a black hole than to a whirlpool.
Space Pocket
1st-level Gravitational Singularity feature
You can create a magical pocket where space and time fold and matter is ininfluential. As an action, you can touch a pocket, satchel, bag or similar item, which becomes a space pocket. A space pocket follows the same rules as a Bag of Holding, with the following exceptions:
-
The space pocket can hold a volume up to a number of cubic feet equal to 10 x your proficiency bonus, and a weight up to 100 x your proficiency bonus.
-
You can fit items with a side up to 1 foot x your proficiency bonus in the space pocket. If an object is too large for the actual mouth of the pocket when you try to store it, the object is seen as briefly shimmering with reddish light before disappearing into the space pocket.
Your space pocket grows alongside your powers, so when your proficiency bonus changes your space pocket's characteristics change automatically.
You can only have one space pocket at a time. If you use this feature to create a new space pocket, the previously existing one is immediately destroyed and its contents are scattered on the Astral Plane.
Gravitic Field
1st-level Gravitational Singularity feature
As a bonus action, you can create an area of distorted gravity in a 20-foot-radius sphere around you. When a creature enters the gravitic field for the first time in their turn or starts their turn inside of it, their speed is reduced by 5 feet or increased by 5 feet (your choice for each creature) until the end of their turn.
Starting when you gain the Font of Magic feature, when you activate the field and on each subsequent turn as a bonus action, you can expend 1 Sorcery Point to cause one of the following effects:
- A sudden change in gravity causes stones, twigs and similar small, unheld objects to shoot like darts. Creatures of your choice inside the field must make a Dexterity saving throw against your spell save DC, taking 1d6 + your Charisma modifier bludgeoning damage on a failed save, or half as much damage on a successful one. When you reach 6th level in this class, you deal force damage instead of bludgeoning damage.
- You channel your magic to empower the gravitic field. Creatures inside the field have their speed reduced or increased (your choice for each creature) by an additional 10 feet.
- You use gravity to shut down attacks. Until the start of your next turn, the first time that a creature attacks you, they make the attack with disadvantage.
The gravitic field lasts for 1 minute or until you become unconscious.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Gravitational Grasp
6th-level Gravitational Singularity feature
When you cast a spell of 1st level or higher, you can expend 2 Sorcery Points to cause the spell to violently modify the gravitational pull around its affected area. After the spell is successfully cast, creatures within 20 feet of the target or the point of origin of the spell (if the point of origin is anywhere other than yourself) must make a Strength saving throw. On a failed save, they are moved 10 feet in a straight line toward the target or point of origin and are knocked prone. If a creature reaches the space where the center of the pull is, they also take 3d6 force damage and are pushed back into the closest unoccupied space. If the center of the pull is a creature, they don't make the saving throw and they only take the force damage if at least one other creature is pulled into the space they occupy.
Gravitic Mastery
14th-level Gravitational Singularity feature
When you activate your Gravitic Field, you can expend 4 sorcery points to expand its influence over matter. While your empowered gravitic field is active, you gain the following benefits:
- You gain a flying speed of 30 feet and you can hover.
- Your Gravitic Field's radius becomes 40 feet.
- When you expend a sorcery point to deal damage, you deal an extra 2d6 damage.
- When you expend a sorcery point to empower the field, creatures that fail their save have their speed reduced to 0 until the end of their turn and are knocked prone.
- When you expend a sorcery point to shut down attacks, all attacks that target you are made with disadvantage until the start of your next turn.
Cosmic Belch
18th-level Gravitational Singularity feature
As an action, you create a tiny black hole at a point that you can see within 120 feet of you, which goes through its entire lifetime in a matter of a few, catastrophic seconds. The black hole doesn't occupy its space. Inside of a 60-foot-radius sphere around the black hole, moving away
from the black hole costs 2 feet of movement for each foot traveled, while moving towards the black hole costs 1 foot of movement for each 2 feet traveled. A creature that enters the area for the first time in their turn or starts their turn there must make a Strength saving throw or be moved in a straight line towards the closest unoccupied space to the black hole (even if it's in the air). Creatures pulled to the black hole are blinded, and their speed is reduced to 0. If the black hole is in the air, creatures pulled to it hover in place. At the start of your next turn, creatures within 5 feet of the black hole take 3d10 force damage, and then the black hole becomes a white hole. Creatures within 60 feet of the white hole must make a Strength saving throw or be pushed in a straight line towards the closest unoccupied space outside of the 60-foot-radius sphere and be knocked prone. Creatures within 5 feet of the white hole make this save with disadvantage and are always pushed towards the ground if the white hole is in the air. Creatures pushed away by the white hole take fall damage as normal if appropriate to their fall. The white hole then vanishes.
Once you have used this feature, you can't do so again until you finish a long rest, unless you spend 6 sorcery points to use it again.