Adjust Density
At 2nd tied, as an military action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or animal must be Large or smaller. The aim ‘s burden is halved or doubled for up to 1 moment or until your concentration ends ( as if you were concentrating on a spell ) .
While the weight of a animal is halved by this effect, the animal ‘s speed increases by 10 feet, it can jump doubly ampere far as normal, and it has disadvantage on Strength checks and Strength saving throws .
While the weight of a creature is doubled by this effect, the animal ‘s accelerate is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
Upon reaching 10th charge in this class, you can target an object or a animal that is Huge or smaller .
Gravity Well
When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is uncoerced to move, the enchantment hits it with an attack, or it fails a saving throw against the while.
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fierce attraction
At 10th level, when another creature that you can see within 60 feet of you hits with a weapon assail, you can use your reaction to increase the attack ‘s speed, causing the attack ‘s target to take an excess 1d10 damage of the weapon ‘s type .
alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall ‘s damage by 2d10.
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You can use this feature a count of times equal to your Intelligence changer ( a minimum of once ). You regain all use uses when you finish a long rest .
event Horizon
Starting at 14th level, as an legal action, you can magically emit a powerful field of gravitational energy that tugs at early creatures for up to 1 minute or until your concentration ends ( as if you were concentrating on a spell ). For the duration, whenever a creature hostile to you starts its plow within 30 feet of you, it must make a Strength saving shed against your spell save DC. On a fail write, it takes 2d10 push price, and its rush is reduced to 0 until the start of its future turn. On a successful save, it takes half as much wrong, and every foot it moves this turn costs 2 excess feet of motion .
once you use this feature, you ca n’t do then again until you finish a long rest or until you expend a while slot of 3rd level or higher on it .