Cleric
Base Class: Cleric

Gravity is a concept which the arcane can bend and break fairly easily, which allow the divine to enforce and manipulate it to their will. This force of nature can mean a lot of things, including the gravity which draws people together in a charismatic sense. The tides, time, and of course weight fall under this divine rule.

Clerics who fall into this domain are a force on the battlefield and in the room, making others bend to their wishes and whims.

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, jump
3rd levitate, spider climb
5th fly, slow
7th control water, freedom of movement
9th hold monster, telekinesis

Controlled Manipulation

At 1st level, you gain the ability to move objects through space rather easily. You learn the mage hand cantrip, which doesn’t count against the number of cleric cantrips you know. This mage hand is invisible to creatures other than you, and can carry a number of pounds up to your class level multiplied by five.

Charismatic Pull

At 1st level, you can manipulate the pull of your words, allowing you to convince others much easier. As a bonus action, you can gain advantage on the next Charisma ability check you make before the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) before needing to take a long rest to use it again.

Channel Divinity: Gravity Coffin

Starting at 2nd level, you can use your Channel Divinity to lock an enemy in a coffin of gravity.

As an action, can force one creature you can see within 30 feet of you to make a Strength saving throw against your spellsave DC. If the creature fails, they are knocked prone and have their movement speed set to 0 until the end of their next turn.

Gravity Shunt

At 6th level, you gain the ability to launch people around the battlefield. As a bonus action, you can move a creature you can see within 60 feet of you up to 30 feet in any vertical or horizontal direction of your choice. If the creature is unwilling, they must make a Strength saving throw against your spell save DC to resist the effects. On a failure, the creature is moved up to 15 feet. If this movement would leave the creature in the air and they do not have a fly speed, they slowly descend 15 feet towards the ground at the end of their turns until they land.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Gravity Well

Starting at 17th level, you can create a gravity well to halt the progress of your foes. As an action, you can choose a point within 90 feet of you. All creatures of your choice within 30 feet of that point must make a Strength saving throw against your spellsave DC, or be pulled towards that point. Creatures who fail the save are moved to a space within 5 feet of the point you chose and cannot move. They may retry the save at the end of each of their turns, breaking free on a success. The space within 30 feet of that point counts as difficult terrain for all creatures.

Once you do this, you cannot do it again until you take a long rest.

Previous Versions

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