Cleric
Base Class: Cleric

Gods of the Space Domain command control over the very fabric of reality and the laws which govern it. These deities are concerned with aspects of the world such as gravity and its effects. Members of the Space Domain are more often than not Lawful, but are in no way homogeneous in their beliefs towards Good and Evil. These deities often came about due to ascension from a mortal form after a deep study of physics manipulating arcana, and as such their dogmas can vary as much as mortal dogma does.

Ethereal Weight

When you choose this domain at 1st level, you begin to understand how to manipulate gravity itself. You gain a number of charges equal to your proficiency modifier which can be used to enact gravitational manipulation. 

As a reaction when an enemy takes any movement speed, you can expend an Ethereal Weight charge and attempt to enhance the gravitational force acting on them, forcing them to make a strength saving throw with a difficulty of your Spell Save DC. On a fail, their movement speed is halved until their next turn. On a success it has no effect. 

Channel Divinity: Gravity Well

Starting at 2nd level, you can use your Channel Divinity to harness gravity, creating an overwhelming pull towards a point of your choice.

As an action, you present your holy symbol, and choose a point within 60 feet of you. Every creature within 20 feet of that location must make a STR saving throw (Spell Save DC). A creature is moved 10 feet towards your chosen point and falls prone on a failed saving throw. If a creature is pulled to the center of the Gravity Well, they take 2d10 Force damage. A creature that has total cover from your chosen point is not affected.

This damage increases to 3d10 at level 5, 4d10 at level 7 and 6d10 at level 10.

Improved Ethereal Weight

At Level 2, as a reaction when an ally uses their movement speed within 60 feet of you, you can expend an Ethereal Weight charge to manipulate gravity and assist them, granting them advantage on their next attack roll as you guide their weapon through clever weight manipulation, and doubling their movement speed until the end of their turn.

Supreme Ethereal Weight

Starting at level 8, you can use Ethereal Weight charges to manipulate an enemies weapon, placing an immense force on it.

As an action you can expend an Ethereal Weight charge and attempt to make an enemies weapon too heavy to wield for a round. The enemy must make STR Saving throw (Spell Save DC) or be disarmed. 

Gravitational Daunt

Starting at level 17, as an action you can choose one enemy within 60 feet of you and impose disadvantage on all of their attacks until the end of your next turn. You can use this feature a number of times equal to your wisdom modifier. A long rest needs to be completed to reset this feature.

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