Base Class: Cleric
Gravity is one of the fundamental forces of the multiverse. Gods of the Gravity domain know the necessity of this force intimately. For some of these gods, gravity is a responsibility of understanding the fundamentals of reality. Other gods of Gravity see it as pure power to be wielded as the user sees fit.
The gods of this domain are often associated with order and natural law.
Your ability to manipulate gravity around you can manifest in a variety of ways. At your option, you can pick from or roll on the Gravity Domain Quirks table to create a quirk for your character.
Gravity Domain Quirks
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d8 |
Quirk |
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1 |
You glide along the ground rather than walk |
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2 |
When you bleed or sweat, the drops float upward rather than dropping to the ground |
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3 |
You have trouble remembering that when you let go of something it won’t continue to float. |
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4 |
When you are asleep, you float 4 feet above the covers. |
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5 |
Sometimes things you touch start to float afterwards, but only for a few seconds |
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6 |
Dust, rocks and other small objects orbit around you |
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7 |
You are occasionally hit in the head by fruit. Most of the time it’s apples. |
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8 |
Your weight fluctuates with your emotions |
This class was created by Ted from Nerd Immersion for the Jetpack7 Blackstorm Realms Campaign Setting
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Gravimetry Reduction
At 1st level, you are able to lessen gravity’s hold on yourself and objects you wear/carry.
Your jump distance is doubled and you don’t need to move at all to make a running long jump or running high jump.
Additionally your speed is not reduced by wearing heavy armor and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Channel Divinity: Singularity
Starting at 2nd level, you can use your Channel Divinity to affect the gravity around you.
As an action, you present your holy symbol, and each creature of your choice within 30 feet of you must make a Strength saving throw. On a failure each creature is either pushed 15 feet away from you or pulled 15 feet toward you (you make this determination for all creatures when you use the ability). If this would push or pull a creature into a solid object or another creature, all creatures affected take bludgeoning damage equal to 2d6 + your cleric level. A creature can choose to fail this saving throw.
In addition, unsecured objects in the area are likewise pulled or pushed 15 feet.
Density Control
Starting at 6th level, you’re able manipulate your own density.
While conscious, you cannot be moved against your will and you ignore difficult terrain.
In addition your movement speed increases by 10 feet.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Unbound
At 17th level, your mastery over gravity is complete. You gain a fly speed of 60 feet and can hover.
Additionally you learn the Reverse Gravity spell and it counts as a Cleric spell for you. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day. You can cast Reverse Gravity once without expending a spell slot. Once you cast it in this way, you can't do so again until you finish a long rest.
Previous Versions
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11/9/2020 7:17:09 PM
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Posted Oct 13, 2022they are added to your spell list when you make the character. for some reason he just didn't add it to the list of features here
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Posted Jul 19, 2022Where are the Domain Spells?
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Posted Nov 26, 2020I really like the channel divinity specifically, It's such a creative and good ability with the right flavor. It's also remaineds me a bit of Diana from Leage of Leagends, in a good way.