Gravity Domain

A lunatic serial killer grasping the memento of his last kill laughs hysterically as he makes his getaway from the guards, believing that luck will always be on his side. A gang leader speaks with his mafiosos of how destiny is with him, and he shall fall to no one. A priest sits on his bed as a long-forgotten lich speaks of the forgotten knowledge even the gods cannot defy to him. All of these men are guided by fate, as others are brought to them through gravity. The gods serve to preserve a balance in the multiverse, each providing a gravity that attracts one another. Change in this balance is brought about by the hand of fate and the property of gravity. Those who fate has chosen to be destined for greatness possess a powerful gravity that brings them together with others fate has chosen. As this greatness is realized, their gravity only grows stronger, as others begin to be drawn in as well. You understand this property of fate, and while fate is decided by the actions of you and others, fate will always guide the great through gravity.





Gravity Domain Spells

Cleric Level Spells 1st feather fall, jump 3rd hold person, levitate 5th haste, slow 7th divination, freedom of movement 9th hold monster, modify memory

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Records of Fate

Starting at first level, you begin to manifest your power over fate. When a creature is incapacitated, you may spend one minute searching the fates it has endured in its memories and those it has gravitated towards. You can specify a piece or field of information that you wish, and if the creature has relevant knowledge of it, you find out what the creature knows. The creature cannot recover from being incapacitated while you are searching its memories. While you are doing this, the creature is unconscious. If you or the target are hit while you are searching a creature's memories, the effect ends early and you do not learn any information.

Channel Divinity: Gravity Well

At second level, you can invoke your Channel Divinity to manipulate the gravity around you. As an action, you can choose one of the following effects:

You slam your fist against the ground, using the divine power of fate to reduce the effects of gravity. All creatures within a 60ft radius of you have their jump distances multiplied by 5, and falling creatures have their rate of descent slowed to 60 feet per round, taking no falling damage when they land for the duration. This effect lasts for up to 10 minutes, or you can choose to end it early as an action.

You briefly refocus gravity to become centered on you. All creatures of your choice and loose objects in a sphere with a radius of up to your cleric level times 10 are sent falling to the edge of the sphere in a direction directly away from you. If a creature lands against an object, they are subject to damage from falling if the height is great enough.

Time Acceleration

Starting at 6th level, your growing mastery over gravity begins to affect time. Your movement speed is increased by 10ft, and as a bonus action, you may choose to temporarily cause time to accelerate until the end of your next turn. During this acceleration, your movement speed doubles, you gain advantage on Dexterity saving throws, and any creature has disadvantage on Attack rolls against you for the duration. You may use this ability a number of times equal to your Wisdom modifier(minimum of 1), regaining all uses at the end of a long rest.

Gravitational Inversion

At 8th level, you learn how to invert gravitational forces with your very strikes. Once on each of your turns, when you strike a creature with a weapon, spell attack, or unarmed strike, you can cause the attack to deal an extra 1d6 force damage to the target and give it disadvantage on its next attack.

Heart Inversion

Also at 8th level, you gain the ability to invert the internal organs of an opponent. If you score a critical hit against a target, you may choose to forgo Gravitational Inversion, and the opponent must make a Constitution saving throw. On a failed saving throw, the target takes 1d6 times your cleric level necrotic damage and is stunned until the end of your next turn. This damage is not rolled twice. This feature can be activated once per turn. You may use this ability an amount of times equal to your Wisdom modifier(minimum of 1), regaining all uses at the end of a long rest.

Fate Over Heaven

At 17th level, you attain true mastery over the gravity and fate of others. You now always have the Foresight spell prepared, and it does not count against the number of Spells you can prepare each day. In addition, your Time Acceleration feature now lasts for 1 minute.