Base Class: Cleric
Clerics of the Gravity Domain worship the cosmos and physics. Their knowledge of the astral plane and the gods that reside in them have given them control over the gravitational forces near them to some degree. Some clerics see this as ways to hold the world together.
Proficiency
You gain proficiency in all martial weapons.
Alter Gravity
Beginning at 1st level you can bend gravity around a target of your choice. As a bonus action you can touch a creature to increase or decrease its Armor class. The creature takes a bonus or reduction equal to your wisdom modifier. If the target is an enemy they can make a Constitution saving throw against your spell save DC to resist the effect. This lasts for 1 minute or until it is used again. You can use this feature a number of times equal to your wisdom modifier, recharging on a long rest.
Channel Divinity: Gravity Well
Beginning at 2nd level you can use your channel Divinity to altar gravity in an area of your choosing. You alter the gravity in a 15 foot radius at a point within 60 feet of you. You choose how the gravity is altered and how it affects the creatures within it.
- If you choose to increase gravity, it causes the area to become difficult terrain and a creature within the area must make a constitution saving throw. On a fail, the subject can only use an action or bonus action but not both on its next turn, and if it uses its action to attack it can only attack once if it has the multiattack property. If it chooses to cast a spell, they must make a spell casting ability check to be able to cast it properly. The DC is 10 + the level of the spell.
- If you choose to lessen gravity, everyone's weight is halved within the area and their speed is doubled while within it. In addition, if someone becomes prone while within the area they instead begin to float up to 10 feet. After the gravity returns to normal they fall back to the ground unless they have a fly speed
Channel Divinity: Crushing Force
Beginning at 6th level, you can use your channel Divinity to create a crushing force around whoever has your alter gravity effect. As a bonus action if someone has your alter gravity effect affecting them, you can create a crushing gravitational force within a 15 foot radius of the creature that has your alter gravity effect on. Choose up to 6 creatures within the area that must make a constitution saving throw against your spell save DC taking 5d10 force damage on a fail and having their speed reduced to 0 until the start of their next turn. If the succeed they take half damage and their speed is not reduced.
Divine Strike
Once per turn when you hit with a weapon attack you can deal an additional 1d8 force damage. This increases to 2d8 at 14th level.
Black Hole
Beginning at 17th level, you can target a point within 120 feet and make a black hole appear. The black hole has a 30 foot radius and pulls up to 10 targets within the area towards the center. Any creature targeted must make a strength saving throw or take 12d10 force damage on a fail or half as much on a save and be pulled up to 15 feet towards the center. Upon reaching the central 15 foot diameter of the black hole, if the subject has less than half of its health, it is enveloped by the black hole and turns to dust. The black hole lasts a total number of rounds equal to your wisdom modifier, and any of the chosen creatures that start their turn within this are must make the strength saving throw again or take 6d10 force damage and be pulled further into the black hole. The area within the black hole is difficult terrain for all creatures inside, not just the ones chosen.
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Posted Jan 7, 2021Hey I appreciate you reading everything. Never expected anyone to actually check this out. Just made it for fun. But I do agree with basically everything you said. As for the other comment I was planning on doing domain spells and completely forgot. The 1st level feature does seem very strong and I was wondering how op it would be when used on bosses. I do like the idea of altering the gravity creating advantage or disadvantage. Will probably change that.
The level 2 feature was meant to be a one time effect. Yes if it lasted for like a minute or whatever slow is it would absolutely just blow it out of the water for how early you get it. But a one turn effect, I think holds it fine as is, since it is tied to channel divinity which is inherently limited.
Might change the damage level of the 6th level feature. I do like adding the allies part of it so you can choose to be supportive or offensive which is what the subclass is about.
Will update 8th level feature to read properly.
17th level was made because well I have no idea how to run anything that high, so it sounded cool. Reading it the way you say it it was insane! How did I not see that! Will lower the damage and will not completely kill people if below half hp. Might add that any enemy that is target within the area with the 1st level feature makes their save at disadvantage against the 1st level features effects. Just to tie the subclass together. Thoughts?
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Posted Jan 6, 2021Also no domain spells?
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Posted Jan 6, 2021I don't know where to start with this class, but here we go:
1st level feature, Wisdom modifier change in AC, for a minute, Wisdom modifier a number of times per long rest. This, as a 1st level feature, is outright better than shield of faith and can even be stacked with Shield of Faith since it lacks concentration. At level one a character can get shield levels of AC for a minute with this spell. This feature is likely one of the most broken, just spam the BBEG enough times, they'll eventually go through legendary resistances and fail the save, and deal with a -5 to AC that they cannot stop due to lack of concentration.
How to Fix:
Static AC Additions/Reductions are too powerful in 5e's bounded accuracy system. But let us continue with the idea of making things easier or more difficult to hit:
- As a bonus action you touch a creature and can either choose to increase or decrease it's gravitational pull. Increasing its pull gives advantage to the next attack on this creature. Decreasing its pull gives disadvantage to the next attack on this creature. Keep the same Con Save to resist and wording around active instances at a time.
Wis mod per long rest is fine.
2nd level feature (Channel Divinity), no duration is mentioned I can't really determine whether it is broken or not, but from the surface its a suped up slow spell.
How to Fix:
Give it a duration, assuming that it is a minute you need reduce its capabilities, because it just seems to be a more severe slow spell. If it just affects the targets for this round and next round, it might be alright. Again limit targets, a 15ft radius is a 25ft square which is super-duper powerful for a basic channel divinity. Think of it simply, there is a balancing act between power, duration and number of targets. A Grave Cleric's vulnerability CD is super powerful but it is single target, single attack. A war cleric's to hit CD only affects a single ally etc.
6th level feature (Channel Divinity), is not as bad comparatively to the 2nd level one, compared to light cleric of 2d10+cleric level, this CD is slightly more powerful, but it is gained at a higher level.
How to Fix:
If we do end up changing the 1st level feature then this will have to change too, going with the similar idea of increase damage to affected targets. Lets use the previous ability, if the current alter gravity effect is on a hostile creature, the creature and creatures within 10ft of it take 2d10 + Cleric Level force damage. If on a friendly creature, within 10ft they get 1d10 + Cleric Level Temp Hp.
8th level feature, doesn't mention that this feature is at 8th level.
How to Fix:
Mention "At 8th level..."
17th level feature, am I reading this correctly, 12d10 on the hit and pulled 15ft then instantly eviscerated if below half hp, then an extra 6d10 on the start of its turns. You have to choose between whether the effect is triggered on the start of their turn or on spell hit. This seems thematically weird for a cleric, most 17th level abilities are self buffs or party buffs, of those that do damage, none do stupid amounts of damage like the one listed here.
How to Fix:
This ability is basically suped up power word kill, the issue is the stacking of damage, as the turn comes around to the creature they will have already taken 18d10 force damage and made two saves. I would:
- Make the save on the start of their turn, 4d10 damage or pulled 10ft towards the centre
- Assign the grapple condition so they can't move until they save (would just prevent people walking out of it)
- The center of the black hole does 8d10 damage.