Base Class: Cleric
Gods of gravity watch over the perimeters of the night sky, the cosmos and the stars. To these deities, movement, and the lack thereof are the two states of being within the multiverse. Deities of gravity include Nyx, Ymir, Lolth, Eurynome, the star beasts of the Astral sea, The Dawnfather and The Moonweaver. Followers of these deities seek to restore the order of the natural world by disabling those that would take it upon themselves to destroy it. Their magic allows them to debilitate their enemies, allowing their allies to be more effective in combat against them. Their ability to change the flow of their personal gravity proves useful too, lightening their footsteps or enhancing their acrobatic and athletic pursuits supernaturally.
Domain Spells
You gain domain spells at the cleric levels listed in the Gravity Domain Spells table. See the Divine Domain class feature for how domain spells work.
Gravity Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | feather fall, mage armor |
| 3rd | hold person, levitate |
| 5th | dispel magic, slow |
| 7th | confusion, resilient sphere |
| 9th | telekinesis, wall of force |
Disabling Blast
When you choose this domain at 1st level, you gain the ability to intensify gravity around your foes. On a ranged spell attack, you can expend a use of this feature to force the creature to make a Constitution saving throw equal to your spell save DC. On a failure, they fall prone. You may use this feature a number a number of times per long rest equal to your Wisdom modifier. If the creature is immune to the prone condition, you do not expend a use of this feature.
At 6th level, the prone creature is also stunned until the end of their next turn.
Bonus Proficiency
You gain proficiency in athletics, stealth, or acrobatics (your choice) as you are able to manipulate gravity to aid in your abilities.
Acrobatics
You gain proficiency in acrobatics.
Athletics
You gain proficiency in athletics.
Stealth
You gain proficiency in stealth.
Channel Divinity: Magnify Gravity
Starting at 2nd level, you can use your Channel Divinity to slow your foe's movement.
As an action, you present your holy symbol and create a number of motes equal to your proficiency bonus around your head. As a Bonus Action, you can fling up to half of these motes (rounded up) at your foes within 60ft that youncan see. You may only target each enemy once per round with these motes. The target must make a Constitution saving throw, on a failed save, the target's movement speed is reduced to half and they have no reaction. Each target can remake the save at the end of your turn each round, starting the next turn, otherwise, these negative effects last up to 1 minute. Affected targets cannot jump and if they fly, their fly speed is reduced to one-quarter.
Gravity Stride
Starting at 6th level, you gain the ability to change the direction that gravity affects you to assist you in accessing difficult areas. You gain a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can now jump 3 times further than before, as you use your magic to make yourself more weightless.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Weighted Barrage
At 17th level, you can channel the power of your diety to create spheres of gravity so intense that targets cannot move. As an action, you create three 10-foot-radius spheres of pure force in places you choose within 60ft. The sphere spreads around corners. Creatures within those spheres suffer 6d6 force damage and must make a Constitution saving throw equal to your spell save DC. On a failed save, they are incapacitated for 1 minute. On a success, they are not incapacitated. Each target can remake the saving throw at the end of their turns. You can use this feature once per long rest.
Previous Versions
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2/2/2023 11:57:39 PM
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17
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0.5
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Coming Soon
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