It takes nerves of steel to work with hyper-dense matter. Singularity technicians are specialists in the technology of gravity manipulation, a field that regularly generates and destroys black holes. Such singularities are usually short-lived and quite small, but still quite dangerous.
Singularity Specialist
You can learn techs from the Quantum Theory and Singularity sub-specialties normally.
Adjust Density
At 2nd level, as an action, you can use your tech to alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a tech).
While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as 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 creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.
Gravity Well
When you reach 6th level, whenever you cast a tech on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the tech hits it with an attack, or it fails a saving throw against the tech.
Violent Attraction
At 10th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 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.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Event Horizon
Starting at 14th level, as an action, you can generate a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a tech). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your tech save DC. On a failed save, it takes 2d10 kinetic damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you can't do so again until you finish a long rest or until you expend a tech slot of 3rd level or higher on it.