Force Mage (5e Subclass)
From D&D Wiki
Whether by some quirk of fate, or a charge of destiny, you have been granted the ability to manipulate the energies of motion and force.
- Force Fists
At first level, the Force Mage is able to surround their fists in concentrated potential energy as a bonus action and strike with it, once for each fist. When an attack is successful with a force fist, the energy explodes and deals 1d6 + Charisma modifier damage in addition to the standard bludgeoning damage from unarmed attacks. The unarmed attack roll is not changed and follows normal rules for attacking. A Force Mage can use this ability equal to 1 + Charisma modifier times per long rest. At 6th level, A Force Mage's skill with unarmed is increased from their experience in combat and their unarmed attack damage increases to 1d4. Additionally, the energy surrounding the fist gains one of two options when cast. These affects must be the same for both fists.
A successful attack will now explode with enough concussion to temporarily deafen the target creature if it fails a Constitution save against your Spell Save DC.
A successful attack will now explode with enough kinetic energy to knock the target creature back 5 ft if it fails a Strength save against your Spell Save DC.
- Force Blast
At 6th level, a Force Mage can now expel kinetic energy in a wave of rolling force affecting a cone in front of them. The area of affect is equal to Proficiency Modifier x 5ft. The Force Blast causes (Half Sorcerer level rounded down)d8 force damage to all enemies in its area of affect and knocks them prone. Enemies in the affected area can attempt a Strength or Dexterity save against your Spell Save DC to reduce the damage by half and remain standing. Enemies who are reduced to 0 HP can make a Constitution save against your Spell Save DC to instead be reduced to 1 HP. This ability can be used a number of times equal to 1 + Charisma modifier per long rest.
- Kinetic Affinity
At 6th level, a Force Mage can now expand their ability to manipulate spells that align with their specialty. These benefits can be changed at GM discretion.
Cantrip - Mage Hand: Increase the weight Mage Hand can now manipulate to 5 lbs. x Proficiency modifier. Gain the ability to grab items held or carried with a successful spell attack at disadvantage.
Blade Ward: Increase duration to 2 rounds.
1st level - Expeditious Retreat: Gain 5 ft of base movement for the duration.
Feather Fall: Increase duration by 1.5 times to 90 seconds.
Jump: Target Creature increases its jump height by four times.
Mage Armor: AC 14 + Dexterity modifier.
Shield: +6 AC bonus.
2nd level - Hold Person: Increase DC to 10+Proficiency+Charisma modifier.
Levitate: Increase movement to 30 ft per round.
Misty Step: Increase distance to 40 ft.
3rd Level - Fly: Increase duration by 1.5 times to 15 minutes.
Haste: Prevent the lethargy aftereffect on target creature.
Slow: Increase duration by 1.5 times to 90 seconds.
Water Walk: Increase duration by 1.5 times to 90 minutes.
4th Level - Dimension Door: Reduce damage from occupied space to 2d6 Force damage. If the space is occupied by a creature, negate damage and instead harmlessly move it 5 ft in a direction of your choice. Does not provoke attacks of opportunity for you, an allied creature traveling with you, or the creature moved out of your way.
Stoneskin: The target is encased in a barrier of concentrated magical force instead. Add resistance to Magical Force along with the other benefits of this spell.
5th Level - Animate Objects: Increase duration by 1.5 times to 90 seconds.
Far Step: Increase duration by 1.5 times to 90 seconds.
Hold Monster: Increase DC to 10+Proficiency+Charisma modifier.
Telekinesis: Add a +2 bonus to ability checks to restrain a creature, maintain your telekinetic grip, and grab an object worn or carried by another creature.
6th Level - Arcane Gate: Increase duration by 1.5 times to 15 minutes.
Globe of Invulnerability: Extend range to 15 ft.
7th Level - Reverse Gravity: You and a number of creatures equal to your Charisma modifier can be made immune to this effect for the duration.
Teleport: Gm rolls your teleport spell with advantage. Mishaps deal half damage to yourself and you can choose to protect other creatures making the journey with you by spending Sorcery points equal to the creatures you wish to protect.
8th Level - Power Word Stun: Slam the creature with magical force. Increase the HP threshold to 175 HP. The first Constitution save is made at disadvantage.
Spells dealing any Physical or Force damage (Eldritch Blast, Magic Missile, Catapult, Cloud of Daggers, Disintegrate) automatically have 1 damage die causing said damage maximized. At level 14, 2 damage dice are now maximized. Any save associated with these spells has its DC increased by 1 at 6th level, further increasing to 2 at 14th level.
NOTE: Eldritch Blast is listed for its availability via the Spell Sniper feat. This feature of the Force Mage Sorcerous Origin does not allow you access to spells not normally on the Sorcerer spell list. Any spells you do gain via feats, scrolls, or other sources can be modified by this feature at GM discretion.
A full list of Sorcerer Spells dealing Physical or Force damage can be found here.
- Force Aura
At 14th level, the Force Mage learns how to maintain a projected field of low level kinetic energy around themselves. Spend an action to activate the Force Aura as a concentration affect. It extends outward in all directions centered on you for 10 ft. This can be done once per long rest and can last up to 5 minutes. At Level 18, the range increases to 15 ft and the time increases to 10 minutes.
The Force Aura causes the following affects when active.
Impose half movement speed (magical difficult terrain) for all creatures within range, friendly creatures can be excluded if desired. If a creature enters the aura with less than half its movement, it is instantly halted unless it succeeds a Strength save against your Spell Save DC, a successful save allows the creature to move 5 ft into the Force Aura. For every 5 ft movement made by creatures within the aura, a Force Mage can draw on the Stolen Kinetic Energy to fuel their magic and gain it as a class resource, 1 unit for every time the above condition occurs. If a creature is halted at the edge of your Force Aura, every 5 ft of movement it lost is gained as a point of Stolen Kinetic Energy. Backlash: Once per long rest the Force Mage can use their inherent understanding of the flow of kinetic energy to reduce the damage of one hostile creature's physical attack they are hit with as long as it is of the slashing, piercing, or bludgeoning or magical force type. As a reaction, you can reduce the attack by (half Sorcerer Level rounded down)d6 and reflect that amount back at the attacker as long as your Force Aura was active while receiving the attack. Using this reaction expends your Force Aura regardless of time remaining and a successful concentration check. Hostile creatures with multiple weapons of differing attack types that can attack with both weapons in the same action are affected the same as long as those attacks are physical in nature. Any damage dealt by a hostile creatures that is not physical (acid, cold, fire, etc.) will deal normal damage and is unaffected by the Force Aura.
Uses of Stolen Kinetic Energy 1 point-Increase Speed by 5 ft for 1 round 2 points-Increase AC by 2 for 1 round 3 points-Release a concentrated Force attack dealing 1d10 + Charisma modifier damage with a range of 30 ft 4 points-Increase Speed by 5 ft for 4 rounds OR Increase AC by 2 for 2 rounds OR Release a 1d12 + Charisma modifier damage Force attack, range 40 ft 5 points-Restore one Sorcery point Expending Stolen Kinetic Energy is as simple as breathing for a Force Mage and is considered a free action with the exception of the Force attack, which requires a standard action.
- Gravity Well
At 18th level, the Force Mage can now tap into the immense force of gravity and manipulate it. Once per long rest, with Force Aura active, cause your Force Aura to expand to 20 ft and slam down with overwhelming force on all chosen creatures within it. Deal 20d6 Force damage to all affected creatures and knock them prone. Creatures within 10 ft of you can only perform a Strength save, but creatures further than 10 ft can choose between Strength and Dexterity save. Both types of saves are against your Spell Save DC and reduce the damage to half and prevent prone status. With a successful Concentration check of DC 16, the Force Mage can continue this attack next round for another 20d6 Magical Force Damage with the same save parameters as the previous attack.