Bender Nature: Force

Focuses on the use of Force damage and manipulating gravity

## Features

### Friction

Starting at 1st level, when you deal force damage, you can add a bonus to the damage rolls equaling your Wisdom Modifier.

### Inertia

Reaching 3rd level, you have resistance to force damage. This turns into immunity at 8th level.

Additionally when you cast a spell or use an ability that deals force damage you can apply one of the following effects as a bonus action:

* Move the target 10ft in any direction of your choice, this does not provoke attacks of opportunity.
* The target makes a constitution saving throw using your spellcasting for the DC. Upon failure, the target falls prone.

You can use this ability equalling your proficiency bonus per long rest.

### Mass

Upon reaching 6th level, once per long rest, as an action you can choose a number of creatures equal to twice your proficiency bonus within 30ft of you and grant them resistance to Force damage for 1 minute. This turns to immunity at 14th level.

Additionally, when you deal force damage, you can ignore resistance to that type, and treat immunity as resistance.

### Receive and Repel

Upon reaching 10th level, you can push or pull enemies closer to you. As an action, all creatures and objects within a 30ft cone centered on yourself must make a strength saving throw against your spellcasting DC. Objects will automatically fail unless they are attached to something else.

Upon failure, they are pushed directly away from you until they are 35ft away from you. Each target takes 4d6 force damage and is knocked prone. All creatures who are pushed the full 35ft without an obstacle are just knocked prone. Alternatively upon failure, you can pull all objects and targets within 30ft directly to you. Once they hit you, they take 4d6 force damage and are knocked prone and are directly adjacent to you as best as possible.

Upon success, each creature is not moved and takes half damage. You can use this ability equalling your constitution modifier per long rest.

Additionally, your immunity to force damage cannot be bypassed. You are immune to all effects that would reduce your force immunity in any way. This does not apply to the resistance/immunity you can grant allies.

### Telekinetic

Upon reaching 17th level, you can cast the Telekinesis Spell at will without expending a spell slot. When you do so, the following effects apply:

* The range is increased to 300ft
* You can move up to 3 creatures or objects at a time
* You can move creatures and objects at a speed of 100ft. If a creature were to hit a wall it would take force damage equal to 1d6 per 10ft they move.

You can cast telekinesis this way up to 6 times per long rest.

## Spell List

### Cantrips

* Mage Hand - A spectral, floating hand appears at a point you choose within range.
* Sword Burst - You create a momentary circle of spectral blades that sweep around you.

### 1st Level Spells

* Armor of Agathys - A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
* Feather Fall - A falling creature's rate of descent slows to 60 feet per round until the spell ends.
* Floating Disk - This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range.
* Jump - You touch a creature. The creature's jump distance is tripled until the spell ends.
* Mage Armor - You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends.
* Magic Missile - You create three glowing darts of magical force.
* Magnify Gravity - The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment.
* Shield - An invisible barrier of magical force appears and protects you.
* Unseen Servant - This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends.

### 2nd Level Spells

* Earthbind - The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet
* Immoveable Object - You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place.
* Levitate - One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
* Spider Climb - Until the spell ends, one willing creature you touch ga

### 3rd Level Spells

* Fly - The target gains a flying speed of 60 feet for the duration
* Haste - Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
* Slow - You alter the space around up to six creatures of your choice in a 40-foot cube within range. This makes them slower.
* Tiny Hut - A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration.

### 4th Level Spells

* Gravity Sinkhole - 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there.
* Resilient Sphere - A sphere of shimmering force encloses a creature or object of Large size or smaller within range.

### 5th Level Spells

* Arcane Hand - You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range.
* Banishing Smite - The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force
* Steel Wind Strike - Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
* Telekinesis - You gain the ability to move or manipulate creatures or objects by thought.
* Wall of Force - An invisible wall of force springs into existence at a point you choose within range.

### 6th Level Spells

* Disintegrate - A thin green ray springs from your pointing finger to a target that you can see within range.
* Globe of Invulnerability - An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you
* Gravity Fissure - You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide.

### 7th Level Spells

* Arcane Sword - You create a sword-shaped plane of force that hovers within range.
* Forcecage - An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range.
* Reverse Gravity - This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.

### 8th Level Spells

* Dark Star - The area within this sphere is filled with magical darkness and crushing gravitational force.

### 9th Level Spells

* Blade of Disaster - You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range.
* Ravenous Void - You create a 20-foot-radius sphere of destructive gravitation force centered on a point you can see within range.