Cleric
Base Class: Cleric

The domain to which you have dedicated your faith to is not simply a single diety. You're devotion is to all the stars in the night sky and great cosmos beyond. Believing that all of existence was shaped and manifested from this greater cosmic existence, you simple strive to spread good will and appreciation for the cosmos, and deepen your own faith and understanding of it.

Domain Spells

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cosmic Domain Spells

Cleric Level

Spells

1st

catapult, feather fall

3rd

flaming sphere, darkness

5th

daylight, fly

7th

otiluke's resilient sphere, sickening radiance

9th

cone of cold, contact other plane[

Celestial Body

At 1st level, you can alter the effects of gravity on yourself. As a bonus action, you can lessen gravity around you, intensify it, or return to normal. Depending on how gravity is altered on you, you gain a persisting effect effect, and one that can be activated once per short rest.

  • Light Gravity: Your walking speed is increased by 5ft and your body weight is halved. As a bonus action, you can greatly reduce gravity until the end of your turn. While it is, you gain a fly speed equal to your walking speed. At the end of your turn, gravity goes back to normal, causing you to fall if you are still in midair.
  • Heavy Gravity: You gain a +1 bonus to AC and your body weight is increased by 1.5 times. As a bonus action, you intensify gravity around you. Until the start of your next turn ranged attacks and attacks of opportunity have disadvantage against you.

Channel Divinity: Gravity Well

Starting at 2nd level, you can use your Channel Divinity to manifest a small mass with an unbelievably powerful gravitational pull.

As an action, you present your holy symbol, creating a super dense astral body, 5 feet in diameter, in a space that is within 60ft of you. You can choose whether it is bright light a star, causing it to shed bright light in a 15ft radius, and dim light 15ft beyond that, or dark like a black hole, causing it to lower the lighting level in a 30ft radius around it by one increment. All creatures within 30ft of the mass can make a Dexterity saving throw to attempt to grab onto a fixed object within reach, and all loose objects within range are also pulled towards it. On a failure, the creature flies towards the mass causing them to take falling damage as though they had fallen the distance they traveled to the sphere. You can choose any number of creatures within range that are unaffected by this pull. The mass lasts until the end of your next turn.

Orbital Bodies

At 6th level, your control over gravity has allowed you to maintain a number of small satellites that you can use to hurl as a potent weapon. The objects are meteors from the spell melf’s minute meteors, and there are a number of meteors equal to half your Cleric level. Just as the spell, you can use a bonus action to launch one meteor at a target, but unlike the spell the meteors appear and stay orbiting you without a need for concentration.

You can regain 1 expended meteor at the end of a short rest, and regain them all upon completing a long rest.

Once you reach 8th level in this class you can regain 2 meteors on a short rest, and at 17th level, you regain 5.

Potent Spellcasting

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

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Starfall

Upon reaching 17th level, your control over gravity and your satellites have reached its zenith. You can now summon motes from the spell crown of stars in place of the meteors, though at least half of your Orbital Bodies must be meteors. When you regain Orbital Bodies on a short rest you can choose either satellite type, but you cannot regain more than your max number of motes.

Additionally, when you launch a satellite, you can instead do so as an action to launch multiple Orbital Bodies. You can launch a number of satellites of either type up to your Wisdom modifier per turn. If you hurl multiple Orbital Bodies as an action, you cannot launch anymore until your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
11/3/2019 12:05:04 PM
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