Gravity Domain Cleric

by JCM9

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Gravity Domain

Some Clerics know of scientific discoveries such as gravity and choose to worship it as a deity instead. Gravity after all, can be crueler than a God, but there is also a certain beauty to it, that draws Clerics to worship it. It is a wonder that those who worship this force of nature are given the power to control it.

Cleric Level Spells
1st magnify gravity, feather fall
3rd hold person, levitate
5th Melf's minute meteors, pulse wave
7th gravity sinkhole, freedom of movement
9th wall of force, hold monster

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with heavy armour and martial weapons.

Light-Footed.

The space around you seems lighter. Your movement speed is increased by 5ft, and by 10ft at 6th level. At 17th level you can Hover.

You also count as one size larger when determining your carrying capacity and the weight you can push drag or lift.

You can also jump twice as far as normal.

You can share this effect with a number of creatures equal to your proficiency bonus / 2 (rounded down minimum 1) for 1 hour. Once you share it, you can't do so again until you finish a long rest.

Channel Divinity: Gravity Switch

You use your channel divinity to control gravity momentarily to your choosing. As an action you present your Holy Symbol and pick a spot within 60 feet of you that you can see.

From the spot you picked gravity bends to your will. The area in a cylinder of size 20-foot radius by proficiency bonus x10-foot height becomes difficult terrain and you choose which of the following effects Amplifies:

  • Anti-gravity: Gravity reverses rapidly. Creatures in the cylinder have to make a Constitution Saving throw or be tossed into the air. On a failure, the creature rises to the top of the cylinder before falling back down to the ground taking the typical falling damage and go prone. Creatures that succeed only take the fall damage and do not go prone.

  • Amplified Gravity: Gravity increases rapidly from the point you chose. Creatures within the area must make a Constitution saving throw. On a failure the creature is pulled to the ground taking 1d6 + cleric level force damage, going prone and being restrained until the start of their next turn. On a success you take half of the damage and are not prone or restrained.




















Art by Francis Tneh

Channel Divinity: Orbit

Starting at 6th level, you can use your Channel Divinity to increase your own gravitational orbit.

As an action the gravity in a 30ft radius sphere around you increases. Enemies caught in your orbit treat it as difficult terrain and it costs them an extra 5ft of movement to exit your orbit. Allies caught in your orbit gain 5ft of movement and an additional 5ft when they exit your orbit.

While this ability is active your movement speed is halved. This ability lasts 1 minute.

Divine Strike

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 Necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: The Singularity

Starting at 17th level, as an action, you present your holy symbol and pick a point within 120 feet that you can see. You create a small singularity that lasts for a minute or until your concentration ends (as if concentrating on a spell). Any creature not affect by Light-footed or Down-to-Earth that can see the singularity is blinded and deafened.

Additionally, The singularity creates a sphere 50-foot in diameter that counts as difficult terrain. Any creature in this area has to make a Constitution saving throw. On a failure the creature is pulled 5 feet in a straight line toward the center of the singularity. If they can't move straight they instead occupy the nearest space they can. The creature also suffers 1d6 + Wisdom modifier Force damage. Any creature that would occupy the center of the singularity has disadvantage on the saving throw. If they fail they have their speed reduced to 0 and counts as restrained.

On a success, they are not moved and only suffer half the Force damage. Creatures repeat this saving throw at the start of their turns. This uses one of your channel divinity uses.

 

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