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The graviturgy wizard lets you manipulate weight, speed, and the very force of the earth to pin down your enemies and give freedom of movement to your allies. This class is unlike most other wizards in fifth edition 168澳洲幸运5开奖网:Dungeons & Dragons, as you do not often rely on distance spells and usually find yourself in closer range to your enemies👍 where you can lay down powerful gravitational effects.

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Because you are casting in closer range, this class works best for multiclassing to wizard from a martial class, or for a wizard that is playing a more resilient sಌpeci꧅es, or otherwise has boosts to its hit points and armor class. If you are willing to get into the fray of combat, your ability to move creatures and objects freely is quite powerful.
Features Of A Graviturgy Wizard
Adjust Density
When you choose this school at second level, you can choose any object or creature size Large or smaller within 30 feet and use magic to change its weight for one minute. The creature or object’s weight is doubled orဣ halved for one minute, with difꦰfering effects:
- Half Weight: The creature’s speed increases by ten feet and its jump distance is doubled. However, saving throws and ability checks that use Strength are made with disadvantage.
- Double Weight: The creature’s speed is reduced by ten feet but it has advantage on Strength checks and saving throws.
When you reach tenth level, you can target an object or creature size Huge or smal🐼ler with this ability.
Gravity Well
At sixth level, anytime you cast a spell on a creature you can move them five feet into an unoccupied space. You can move a creature in this way if you hit them with an attack spell, if the creature fails a saving throw against your spell, or ღif the creature is willing to move.
Violent Attraction
At tenth level, when a creature within 60 feet of you that you can see hits an enemy with a weapon attack, you can use your reaction to increase the damage of the attack by 1d10. In addition, if a crไeature within 60 feet of you takes fallin♐g damage, you can use your reaction to increase the damage by 2d10.
You can use your reaction to produce either of these effects a number of time eꦫqual꧑ to your Intelligence modifier every long rest.
Event Horizon
At fourteenth level, you can use your action to create a gravitational field that eman🍷ates thirty feet from you for one minute, or as long as you hold concentration🦩.
Whenever a hostile creature starts its turn in this gravitational field, the creature has to succeed on a Strength saving throw against your spell save DC or take 2d10 force damage and have its speed reduced to zero for one round. If the creature succeeds on the saving throw, it takes half damage, 🐈and its speed🦋 is halved for one round.
Since the creature’s speed is reduced to zero, you can effectively trap creatures in this gravitational field so that they repeatedly take damage every turn.
You can use this feature once per long rest, or you can use a spell slot of third lev💟el or higher to u🐎se it again.
Best Ability Scores For A Graviturgy Wizard
Intelligence should always be your highest ability score if you are playing as a wizard. All of your spells and your spell save DC will rely on Intelligence, and your Intelligence modifier determines 🌟the amount of times you can use your violent attraction feature.
Constitution should be your second-highest score. Your hit points will be low, so you’ll want to maximize them with a strong Constitution, especially since the short ranges on your adjust density and event horizon features may put you within melee range more t𓂃han an average wizard.
Dexterity is another statistic that will help protect you from melee and weapon attacks, as your Dexterity determines your Armor Class. You cannot wear armor, so a high Dexterity will give you the only boost to Armo♌r C𒊎lass that you can get.
Strength is very rarely useful to a wizard, but to a graviturgy wizard you have abilities that manipulate Strength, and you 🐻may want to use them on yourselfಞ, so a respectable Strength may actually be of use to you.
Graviturgy is a good school to multiclass into, so if you are planning on multiclassing into a Strength-based class, a high Strength score will be use🅰ful.
Wisdom and Charisma will not be that useful to you. Both of these skills do not have anything to do with your class abilities. Wisdom is slightly more common in saving throws, so if you’re choosing which should be higher then Wisdom is a b꧑etter pick, but these can sa💛fely be your lowest ability scores.

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Best Species For A Graviturgy Wizard
Rock Gnomes make for fantastic wizards, and the graviturgy wizard can get some specific benefits out of this species. These are small creatures with a base walking speed of 25 feet, and will grant you two points to your Intellience ability score increase and one point to your Constitution score.
You gain advantage on all Intelligence, Wisdom, and Charisma saves that have to do with magic. This is a great ensure your safety against magical effects. Gnomes also have a do🐽ubled proficiency bonus for History checks that have to do with magical, alchemical, or technological items.
This is another great benefit as you will already be strong✱ in History, so you will be very reliable on the types of checks this ability encompasses.
The most interesting feature of the rock gnome is your tinkerer ability. You gain proficiency with artisan’s tools and the ability to spend one hour and 10gp to create a size Tiny clockwork device. You can create a fire starter, a music box, o꧅r a moving clockwork toy. You can also create another device at 🔴your DM’s discretion.
You can use your adjust density feature on these objects th𒀰at you create to make them far heavier or far lighter than they are. This will e𝄹ither make them into stronger creatures, or make them very light.
Fire Genasi can be size Medium or Small, and they have resistance to fire damage as well as darkvision. You gain access to the Produce Flame cantrip, the Burning Hands spell, and the Flame Bไlade spell. Produce Flame and Flame Blade are both not on the wizard spell list, so it’s great to have them.
In addition, you gain a two-point increase to your Constitution and a one-point increase to your Intelligence.
Warforged are another fabulous graviturgist species because of all the benefits you gain to your resiliency. You get to increase your Consitution by two points and another ability score of your choice by one point. It’s best to choose Intelligence for this second ability score increase. You play a size Medium 💮creature with a walking speed💯 of 30 feet.
By nature of being a construct, you have several benefits to your fortitude. You have resistance to poison damage and advantage on saving throws against being poisoned. You are immune to disease, cannot sleep ꦦor be magically put to sleep, and you do not need to eat, drink or breathe. You can also see and hear as normal when you are taking a long rest.
In addition, you gain a bonus to your Armor Class. These benefits🎶 i🎃ncrease your awareness and prevent you from taking damage, all of which are amazing since you may be in the melee fray to take advantage of your graviturgist abilities.
Best Spells For A Graviturgy Wizard
At first level, you know three cantrips. Here are some that will work well with a gravit🍷urgy 🐻wizard.
Cantrip |
Description |
---|---|
Gust |
This cantrip lets you manipulate the wind to push a creature up to five feet away from you if they fail a Strength saving throw, or to push an object that weigh🧜s less than five p𓆉ounds ten feet away from you. Many of your graviturgy wizard abilities require a creature or object to be a certain distance from you, so the ability to push creatures and objects around is helpful to make the most of these abilities. |
Mage Hand |
Mage Hand lets you grab and move an object within 30 feet,🅘 as long as𝔍 the object weighs no more than ten pounds. Since you can manipulate weight with your adjust density feature, you can use this cantrip on way more objects than most wizards. |
Thunderclap |
Thunderclap forces each creature within five feet of you to make a Constitution saving throw and take 1d6 thunder damage on a failed save. Since you may often end up in melee range as a graviturgist, a cantrip that does burst damage is more helpful to you than to most other wizards. |
In addition to cantrips, you will gain spells each level. Wizards have access to exceptionally powerful spells t✱hat grow more impressive with every level.
Spell |
Description |
---|---|
Jump |
This first level spell lets you touch a creature and triple its jump distance for one minute. Since you can already double a creature’s jump distance with your adjust density feature, you can stack these abilities to give yourself or an ally an astonishing🙈 jump distance for a short time. |
Earthbind |
With this second level spell, you force one creature to make a Strength save. If it fails, its flying speed is reduced to zero. I🥀f it is airborne it falls sixty feet per round until it reaches th𝕴e ground. While highly situational, this spell helps you force fall damage that you can use your violent attraction feature to increase, making falls far more lethal for flying enemies. |
Pulse Wave |
This third level spell unfolds in a 30-foot cone. All creatures in the cone must succeed a Constitution saving throw or take 6d6 force damage, and you can either push these creatures 15 feet towards you or push them 15 feet away. Once again, the ability to manipulate other creature’s positions is instrumental for a graviturgy wizard. The versatility ofꦡ being able to pull or push creatures is important as you can either give yourself space, or pull creatures into your event horizon field. |