1st Feather Fall, Fall 3rd Spider Climb, Levitate 5th Fly, Dampen Gravity 7th Resilient Sphere, Gravity Barrier, 9th Telekinesis, Pull of Singularity

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

  
Born with the potential of graviturgy within them. These  
sorcerers see the shackles that gravity puts on the world and At level 6, as an action, you can generate a powerful gravity
are able to alter them. Wielding their innate powers they can well. Choose a creature within 60 feet of you, it must succeed
free themselves and others from this burden, and inflict pain a Strength saving saving throw, or be pulled in a straight line
upon those who get in their way. to a point within 60 feet of it that you can see. If it ends this
movement on a solid surface it takes 1d6 bludgeoning
  damage for each 10 feet traveled, and falls prone. If creatures
You learn additional spells when you reach certain levels in are on the gravitational path of your target, they must
this class, as shown on the Shard of Attraction Spells table. succeed a Dexterity saving throw against your spell save DC,
Each of these spells counts as a sorcerer spell for you, but it or take 1d6 bludgeoning damage and be knocked prone.
doesn’t count against the number of sorcerer spells you know. You can use this ability once per short or long rest, or until
Whenever you gain a sorcerer level, you can replace one you expend a 2nd level spell slot to use it again.
spell you gained from this feature with another spell of the  
same level. The new spell must be a evocation or a
transmutation spell from the sorcerer, warlock, or wizard At 14th level, you can perfectly control the effect that gravity
spell list. exerts on your body. You can ignore fall damage and your
movement speed increases by 15 feet. In addition you gain a
    flying speed equal to your walking speed.
Sorcerer level Spells
1st feather fall, fall*  
3rd spider climb, levitate Beginning at 18th level, You learn the spell bury *, it is a
sorcerer spell for you and it doesn't count against against the
5th fly, dampen gravity* number of sorcerer spells you know. In addition you can cast
7th resilient sphere, gravity barrier*, the spell by expending 9 sorcery points, if you do so you can
select any number of creatures of your choice to escape the
9th telekinesis, pull of singularity* shackles of gravity and not be affected by the spell (yourself
included).
*Spells from Secrets of Gravity Magic
 
Also at 1st level, you can partially ignore the shackles of  
gravity. You gain the ability to hover a few inches off of the  
ground. You can ascend and descend as part of your When you cast a spell that deals damage, you can spend 1
movement. You can’t hover a foot or more above the ground, sorcery point to force one creature affected by it to make
and fall if you are above that height. If you were to be Strength saving throw against your spell save DC or have its
knocked prone while hovering, you are instead made to stand speed reduced to 0 until the start of your next turn.
on the ground.
In addition you learn the Heavy spell Metamagic, it doesn't You can use heavy spell even if you have already used a
count against the number of metamagics you know. different metamagic option during the casting of the spell.
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