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Dunamancy v3
Dunamancy v3
Dunamancy v3
U
nderstanding and mastering the forces that Focus 4
draw bodies of matter together or drive them
apart, the students of the graviturgy arcane
school learn to further bend and manipulate VIOLENT ATTRACTION ↻
the violent energy of gravity to their benefit, UNCOMMON GRAVITURGY TRANSMUTATION VISUAL
and the terrible detriment of their enemies.
If you choose this school as a 1st level WIZARD
wizard, you add one 1st-level spell with the graviturgy trait Cast: verbal
(such as magnify gravity) to your spellbook. You learn the Range: 30 feet; Targets 1 creature
adjust density school spell. Trigger: You or a creature within range hits with a strike or is
falling.
Graviturgy Trait You increase velocity for a more punishing blow or fall. If the
Effects and magic items with this trait are associated with trigger is a creature hitting a strike, then their strike deals
the magical study of graviturgy, typically involving additional damage equal to one extra weapon damage die. If
manipulation of gravity. the trigger is a creature falling, then the damage they take
from falling is doubled.
Focus Spells New Feat
As a graviturgy wizard, you can learn the following school
spells. Wizards get a new feat option at 6th level.
Focus 1 Feat 6
ADJUST DENSITY GRAVITY SPELL
UNCOMMON GRAVITURGY TRANSMUTATION WIZARD UNCOMMON CONCENTRATE METAMAGIC WIZARD
Cast: somatic You bend space around your spells. If your next action is to
Range: 30 feet; Targets 1 willing creature or unattended Cast a Spell, choose one creature or unattended object
object targeted by the spell. If the target is willing, your spell attack
Duration: until the end of the target's next turn roll hits the target, or the target fails the spell's saving throw,
You magically alter the weight of one object or a large or then you move the creature 5 feet. This follows the rules for
smaller creature. The target’s weight is halved or doubled for forced movement. If your spell attack roll was a critical
the duration, but doesn't affect the bulk the target is carrying. success or the target critically failed the spell's saving throw,
While the weight of the target is halved by this effect, the then you can move the target 10 feet.
target’s speed gains a +5-foot status bonus to their Speed and
a +1 status bonus to Reflex saves, but they are Enfeebled 1.
While the weight of the target is doubled by this effect, the
target suffers a -5-foot status penalty to their Speed, but gains
a +1 status bonus to Strength-based rolls and DCs, including
Strength-based melee attack rolls, Strength-based damage
rolls, and Athletics checks.
Heightened (5th): Your target can be a huge or smaller
creature.
Heightened (10th): Your target can be a gargantuan or
smaller creature.
F
ocusing on the manipulation of time, those who A creature holding the bead can use an action to release
follow the Chronurgy tradition learn to alter the the spell within, whereupon the bead disappears. The spell
pace of reality to their liking. Using the ramping uses your spell attack bonus and spell DC, and the spell
of anticipatory dunamis energy, these mages can treats the creature who released it as the caster for all other
bend the flow of time as adroitly as a skilled purposes.
musician plays an instrument, lending
themselves and their allies an advantage in the New Feat
blink of an eye.
If you choose this school as a 1st level wizard, you add one Wizards get a new feat option at 6th level.
1st-level spell with the graviturgy trait (such as gift of alacrity)
to your spellbook. You learn the chronal shift school spell. Feat 6
Chronurgy Trait ALACRITY SPELL
Effects and magic items with this trait are associated with UNCOMMON CONCENTRATE METAMAGIC WIZARD
the magical study of chronurgy, typically involving
manipulation of time. You shift time around your spells. If your next action is to
Cast a Spell, choose one creature targeted by the spell. The
Focus Spells creature gains the quickened condition for 1 round and can
use the extra action only for Strike and Stride actions. You
As a chronurgy wizard, you can learn the following school cannot affect the same creature with this metamagic more
spells. than once per hour.
Focus 1
CHRONAL SHIFT ↻
UNCOMMON CHRONURGY TRANSMUTATION VISUAL
WIZARD
Cast: verbal
Range: 30 feet; Targets 1 creature
Trigger: After you see a creature make an attack roll,
Perception check, saving throw, or skill check.
You can magically exert limited control over the flow of time
around a creature. The creature can add a +2 status bonus to
the rolled result.
Focus 4
ARCANE ABEYANCE
UNCOMMON CHRONURGY TRANSMUTATION WIZARD
Cast: somatic
Duration: 1 hour
You condense a spell’s magic into a time bubble. If your next
action is to cast a spell that is at least 2 levels lower than the
highest level spell slot you have, the spell is frozen in time at
the moment of casting and held within a gray bead. This bead
is a tiny object with an AC equal to your spell save and has 1
hit point, and it is immune to poison and mental damage.
When the spell's duration ends, or if the bead is destroyed, it
vanishes in a flash of light, and the spell is lost.
M
ysterious and fearsome warriors, Echo I AM EVERYWHERE
Knights have mastered the esoteric art
of using dunamancy to summon the
fading shades of unrealized timelines UNCOMMON ARCHETYPE
You dabble into the time warping magic of dunamancy to aid Prerequisites: echo knight dedication
yourself in battle. You gain the manifest echo echo knight Requirement: Your echo is manifested
focus spell. If you don't already have one, you gain a focus
pool of 1 Focus Point, which you can Refocus by pondering You magically swap places with your echo.
on future possibilities.
Echo knight focus spells are arcane spells. You become INFINITE POSSIBILITIES
trained in arcane spell attack rolls and spell DCs, and your
spellcasting ability for these spells is Intelligence. You use UNCOMMON ARCHETYPE
your Intelligence modifier as your spellcasting ability
modifier for any innate spells you gain from this archetype. Prerequisites: echo knight dedication
Special: You can't select another dedication feat until you You briefly glimpse through possible timelines to help guide
have gained two other feats from the echo knight archetype. your action. You gain the infinite possibilities focus spell.
Increase the number of Focus Points in your pool by 1. You
Feat 10 become an expert in arcane spell attack rolls and DCs.
AGGRESSIVE SHADOW
Feat 14
UNCOMMON ARCHETYPE
ECHO AVATAR
Prerequisites: echo knight dedication
Your control over your echo becomes more substantial. When
UNCOMMON ARCHETYPE
you Sustain your echo, instead of Striking with it, your echo Prerequisites: echo knight dedication
can use the Grapple, Shove, Trip, or Disarm action. If you do Frequency: Once per day
not meet the requirements for the action, such as not having Requirement: Your echo is manifested
at least one hand free, then your echo also does not meet the You can temporarily transfer your consciousness to your
requirements. echo, making it more substantial and long lasting. The
duration of your echo increases to 10 minutes.
CHRONURGY MAGIC Your echo gains an AC equal to your AC and is immune to
mental effects. If it has to make a saving throw, it uses your
UNCOMMON ARCHETYPE saving throw bonus for the roll. You and your echo share your
Prerequisites: echo knight dedication Hit Points. Damage taken by either you or the echo reduces
your Hit Points, while healing either of you restores your Hit
You can manipulate time in more powerful ways. You become Points. Your echo now occupies its space, and can flank as a
an expert in arcane spell attack rolls and DCs. You gain one creature.
of the following spells as an innate arcane spell once per day: You can see through your echo’s eyes and hear through its
curse of lost time, haste, or slow. The spell's level is always 1 ears. During this time, you are Deafened and Blinded. The
level lower than the level of your echo knight focus spells. length of your magical link extends, and your echo can be up
to 1,000 feet away from you without being destroyed.
If you choose to end your manifest echo spell, you also end
the consciousness transfer, and regain your hearing and
sight.
You absorb the fleeting magic of your timelines synchronizing Prerequisites: echo knight dedication
from the mirroring actions of you and your echo. When you Frequency: once per day
and your echo damage the same creature with Strikes in the If your next action is to cast manifest echo, then you create
same turn, you gain a number of temporary Hit Points equal two echoes. When you Sustain the Spell, you can move and
to half your level, or your level if one of the Strikes was a attack with both echoes.
critical hit. These temporary Hit Points last until the start of
your next turn.
REVERSE TIME
Feat 16 UNCOMMON ARCHETYPE
Focus 4
MANIFEST ECHO
UNCOMMON CHRONURGY CONJURATION
10 Dunamancy