Cleric
Base Class: Cleric

Clerics of the Gravity domain concern themselves with the forces that draw the contents of the multiverse together. They promote an orderly view of reality, in which every creature and every object has a proper place, whether that means a physical location, a role in a society, or a path of personal development. They view their own calling as that of shepherds, helping the lost, misplaced, or misguided to find their homes. They perform this role variably depending upon their gods; good-aligned Gravity clerics tend to view themselves as supports and guides, while evil-aligned Gravity clerics regard the beings of the multiverse as needing forceful, authoritarian direction to keep them where they ought to be.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Unencumbered

You may treat weapons with the Heavy and Two-Handed properties as though they did not have these properties, and you may treat weapons without the Heavy property as though they had the Light property.

Channel Divinity: Adjust Load

Starting at 2 level, you can use your Channel Divinity to redistribute weight between two creatures. As an action, you choose two creatures you can see within 60 feet of you; one to have its gravity increased, and one to have its gravity decreased. Creatures affected with increased gravity have their movement speed decreased by half, and they gain disadvantage on melee attacks for one round. Creatures affected with decreased gravity have their movement speed doubled, and they gain advantage on melee attacks for one round.

Anchor

At 6 level, you gain the ability to greatly amplify the force of gravity upon a single object. As an action, you choose one object or creature that you can see within 30 feet of you. This object or creature becomes immensely heavy for one minute, and may not be moved without a successful Strength saving throw against your spell save DC. A targeted creature must immediately make a Strength saving throw or be knocked prone. Once you use this feature, you may not use it again until you finish a long rest.

Subjective Gravity

Starting at 8 level, you can choose your own center of gravity. On your turn, you can use half your movement to choose a solid surface (such as a wall or ceiling) within 10 feet of you to act as the ground for your subjective gravity. You are pulled down to this surface, as if by gravity, and fall to it if you are too far away from it. Your subjective gravity follows this surface along any smooth contours, but stops at any corners that turn 90 degrees or more. Only you and objects carried by you are influenced by your subjective gravity.

Event Horizon

At 17 level, your intuitive command of the forces of attraction is such that you create your own small gravity well. You gain resistance to bludgeoning damage, and melee attacks you make add your Wisdom modifier in additional bludgeoning damage as you rapidly manipulate the weight and momentum behind attacks. Additionally, any enemy within 10 feet of you is inexorably drawn toward you, and cannot willingly move away without a successful Strength saving throw against your spell save DC.

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