Cleric Domain
Celestial Body Domain
A Celestial Body reveres the stars and planets above, and thinks more holistically about the heavens rather than the little details of the forgotten realms. Fate foretold by the stars is a strong guide, but gravity is an undeniable force.
Art Credit Wizard, by Czazimi
Celestial Body Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | fairie fire, feather fall |
| 3rd | earthbind, levitate |
| 5th | fly, melf's minute meteors |
| 7th | divination, sickening radiance |
| 9th | dawn, telekinesis |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Blessing of the Celestial Bodies
Starting at 1st level, you get advantage on any skill check or saving throw which would result in involuntary movement or the prone condition.
Channel Divinity: Heavenly Influence
Starting at 2nd level, as an action you can present your holy symbol and grant the celestial bodies domain over your immediate area. This ability can last up to 1 minute, effects a 20 foot radius centered on you, and doesn't move with you after casting. When you use this ability, you must choose between one of its two forms for its duration:
Zero Gravity: All creatures and objects you choose within range rise vertically at a rate of 5 feet per round, up to 20 feet, and remain suspended there for the duration. The ability can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw may choose to be unaffected.
An affected creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can move up or down as part of your move. Creatures entering the zone for the first time must make the Constitution saving throw, and if they fail they start rising and lose half their total movement speed that round to regain their balance.
Creatures affected by the loss of gravity exiting the zone must make a Dexterity saving throw, falling to the ground prone upon failure, or gracefully landing without fall damage upon success. When the ability ends, the target floats gently to the ground if they are still aloft.
Unlimited Gravity: All creatures and objects you choose within range must make a Strength saving throw, or fall prone under the weight of the gravity, and must succeed on a Strength saving throw to attempt to stand up within the zone. The area within the zone counts as difficult terrain for all affected creatures.
Celestial Adjustment
Starting at 6th level, you gain the ability to create sudden gravity spikes. When you or an ally are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose a Strength saving throw, causing a spike of gravity to affect the attacker before it hits or misses. If the creature fails, its attack auto-misses and it falls prone.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to better control your gravity spikes and increase the gravity around your strikes. 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 magical bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Champion of the Celestial Bodies
Starting at 17th level, the range on your Channel Divinity: Heavenly Influence is increased to a radius of 30 feet, and it moves with you. As an action, you may also switch between Zero Gravity and Unlimited Gravity, and Zero Gravity may now be applied in any direction (North, South, East, or West).
Gravitation Acceleration: Once per Channel Divinity, as an action, you may force all creatures you choose within your gravity zone to make a Strength saving throw or be thrown away from you out of the gravity zone and fall prone, taking 1d6 magical bludgeoning for every 5 feet they moved until they were out of the zone.
Gift from the Heavens
At 20th level, add Meteor Swarm to your list of domain spells. It is always prepared and counts as a cleric spell.

Changelog
Cleric of the Celestial Bodies v1.1
- Changed Blessing of the Celestial Bodies to giving advantage on forced movement checks instead of making the cleric unmovable, as it was previously too strong
- Updated wording in Heavenly Influence for clarity
- Updated wording in Zero Gravity for clarity
- Fixed typo in Gravitation Acceleration