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== Arcana Domain == | == Arcana Domain == | ||
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Clerics of the Arcana domain know the secrets and potential of magic intimately. For some of these Clerics, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other Clerics of Arcana see magic as pure power, to be used as its wielder sees fit. | Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Clerics of the Arcana domain know the secrets and potential of magic intimately. For some of these Clerics, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other Clerics of Arcana see magic as pure power, to be used as its wielder sees fit. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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== Dragon Domain == | == Dragon Domain == | ||
Not all Dragons can do things alone. Much like kings and high ranking officials have barons or stewards to manage some of their business, many Dragons, especially Draconic Barons or other Ancient or Greatwyrm dragons, have Dragon Domain Clerics to manage and steward some of their property, horde, or errands. | Not all Dragons can do things alone. Much like kings and high ranking officials have barons or stewards to manage some of their business, many Dragons, especially Draconic Barons or other Ancient or Greatwyrm dragons, have Dragon Domain Clerics to manage and steward some of their property, horde, or errands. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Legend Lore, Reincarnate (Always Dragonwrought) | | 9th || Legend Lore, Reincarnate (Always Dragonwrought) | ||
|} | |} | ||
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==== Bonus Proficiency ==== | ==== Bonus Proficiency ==== | ||
''1st Level Dragon Domain Feature''<br> | ''1st Level Dragon Domain Feature''<br> | ||
You gain Proficiency with Martial Weapons and Heavy Armor. | You gain Proficiency with Martial Weapons and Heavy Armor. | ||
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==== Dragon's Eye ==== | ==== Dragon's Eye ==== | ||
''1st Level Dragon Domain Feature''<br> | ''1st Level Dragon Domain Feature''<br> | ||
The cunning sight of a dragon has been passed onto you, You gain Proficiency in Perception. Additionally, you can take the Search Action as a Bonus Action. | The cunning sight of a dragon has been passed onto you, You gain Proficiency in Perception. Additionally, you can take the Search Action as a Bonus Action. | ||
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==== Draconic Gift ==== | ==== Draconic Gift ==== | ||
''1st Level Dragon Domain Feature''<br> | ''1st Level Dragon Domain Feature''<br> | ||
Also at 1st level, choose a Dragon type and an associated damage type. The damage type and color associated with each dragon is used by features you gain later. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold) | Also at 1st level, choose a Dragon type and an associated damage type. The damage type and color associated with each dragon is used by features you gain later. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold). | ||
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==== Chanel Divinity: Draconic Authority ==== | ==== Chanel Divinity: Draconic Authority ==== | ||
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*You force the creature to fall Prone. | *You force the creature to fall Prone. | ||
*You force the creature to use its Reaction to drop one of the items its holding. | *You force the creature to use its Reaction to drop one of the items its holding. | ||
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==== Mobile Horde ==== | ==== Mobile Horde ==== | ||
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At 6th level, you can easily carry gold and valuables in an extra-dimensional space. As a Bonus action you can transfer an object you are holding into your horde demi-plane, or transfer an object from your demi-plane to one of your free hands. This demi-plane can hold a gold value of objects equal to fifty times your Cleric Level.<br> | At 6th level, you can easily carry gold and valuables in an extra-dimensional space. As a Bonus action you can transfer an object you are holding into your horde demi-plane, or transfer an object from your demi-plane to one of your free hands. This demi-plane can hold a gold value of objects equal to fifty times your Cleric Level.<br> | ||
You can also place Magic Items into this demi-plane, their gold-value is ignored for the purposes of this, but you can only hold a number equal to your Proficiency Bonus. | You can also place Magic Items into this demi-plane, their gold-value is ignored for the purposes of this, but you can only hold a number equal to your Proficiency Bonus. | ||
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==== Heart of the Dragon ==== | ==== Heart of the Dragon ==== | ||
''17th Level Dragon Domain Feature''<br> | ''17th Level Dragon Domain Feature''<br> | ||
At 17th level, the Three have granted you a loyal draconic steed as a gift for your service. As an action, you can summon a dragon of your type, as per the Find Steed spell. This dragon has the statistics of a Wyvern, except its Intelligence and Charisma are 12, it has immunity to your dragon's damage type, and it lacks the Multiattack and Stinger actions. Once you've summoned your dragon, you can't do so again until you finish a long rest. | At 17th level, the Three have granted you a loyal draconic steed as a gift for your service. As an action, you can summon a dragon of your type, as per the Find Steed spell. This dragon has the statistics of a Wyvern, except its Intelligence and Charisma are 12, it has immunity to your dragon's damage type, and it lacks the Multiattack and Stinger actions. Once you've summoned your dragon, you can't do so again until you finish a long rest. | ||
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== Feast Domain == | == Feast Domain == | ||
Many Clerics take it upon themselves to help those in need, rather than adventuring for fortune or glory. Many of these clerics are of the Feast Domain, with the gifts of feeding the hungry who cannot feed themselves. Those who do go adventuring are often caring for their fellow party members, mostly by providing them food. | Many Clerics take it upon themselves to help those in need, rather than adventuring for fortune or glory. Many of these clerics are of the Feast Domain, with the gifts of feeding the hungry who cannot feed themselves. Those who do go adventuring are often caring for their fellow party members, mostly by providing them food. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Cloudkill, Contagion | | 9th || Cloudkill, Contagion | ||
|} | |} | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
When you choose this domain at 1st level, you gain proficiency with Heavy Armor, Martial Weapons, Brewer’s Supplies, and Cook’s Utensils. | When you choose this domain at 1st level, you gain proficiency with Heavy Armor, Martial Weapons, Brewer’s Supplies, and Cook’s Utensils. | ||
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==== Table-Turner ==== | ==== Table-Turner ==== | ||
At 1st level, you can cause an attacker’s own body to turn against itself. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw against your cleric spell save DC. On a failed save, the creature takes 1d12 poison damage and is poisoned until the end of its next turn. On a successful one, it takes half as much poison damage and isn’t poisoned.<br> | At 1st level, you can cause an attacker’s own body to turn against itself. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw against your cleric spell save DC. On a failed save, the creature takes 1d12 poison damage and is poisoned until the end of its next turn. On a successful one, it takes half as much poison damage and isn’t poisoned.<br> | ||
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. | 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. | ||
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==== Channel Divinity: Create Healing Draft ==== | ==== Channel Divinity: Create Healing Draft ==== | ||
Starting at 2nd level, you can use your action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a bonus action to drink this potion regains a number of hit points equal to 2d6 + your cleric level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a short or long rest. | Starting at 2nd level, you can use your action to create a small and magically concentrated potion called a healing draft. The potion appears in a small glass bottle in your free hand or at your feet (your choice), and is a deep blue color with flecks of gold. A creature that uses a bonus action to drink this potion regains a number of hit points equal to 2d6 + your cleric level. The bottle and any undrunk healing draft turns to dust and is lost when you finish a short or long rest. | ||
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==== Strong Stomach ==== | ==== Strong Stomach ==== | ||
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In addition, whenever you cast the Create Food and Water spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the spell with ale or wine. You choose what the food and ale or wine look and taste like. | In addition, whenever you cast the Create Food and Water spell, the food tastes delicious, and you can choose to replace up to 5 gallons of the water created by the spell with ale or wine. You choose what the food and ale or wine look and taste like. | ||
Finally, if you’re drunk or poisoned, you can use an action to magically suppress the effect for 1 minute. Once you do so, you can’t use it again until you finish a long rest. | Finally, if you’re drunk or poisoned, you can use an action to magically suppress the effect for 1 minute. Once you do so, you can’t use it again until you finish a long rest. | ||
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==== Invigorating Feast ==== | ==== Invigorating Feast ==== | ||
At 17th level, you can say a special prayer before eating a meal to enchant it and other food of your choice within 30 feet of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 temporary hit points, is immune to being charmed, and can’t be put to sleep by magic. These benefits last for 8 hours and don’t set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal. Once you use this feature, you can’t use it again until you finish a long rest. | At 17th level, you can say a special prayer before eating a meal to enchant it and other food of your choice within 30 feet of you with unique protections. A creature that eats this enchanted food over the next 10 minutes gains 2d6 + 10 temporary hit points, is immune to being charmed, and can’t be put to sleep by magic. These benefits last for 8 hours and don’t set in until these 10 minutes are over. You and up to six other willing creatures of your choice gain these benefits by partaking in the meal. Once you use this feature, you can’t use it again until you finish a long rest. | ||
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== Forge Domain == | == Forge Domain == | ||
The Clerics of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty dwarf artisan whose diamond-tipped arrows of mithral have felled countless monsters. The clerics of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of this domain search for objects lost to the forces of darkness, liberate mines overrun by monsters, and uncover rare and wondrous materials necessary to create potent magic items. These clerics take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. | The Clerics of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty dwarf artisan whose diamond-tipped arrows of mithral have felled countless monsters. The clerics of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of this domain search for objects lost to the forces of darkness, liberate mines overrun by monsters, and uncover rare and wondrous materials necessary to create potent magic items. These clerics take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Animate Objects, Creation | | 9th || Animate Objects, Creation | ||
|} | |} | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
When you choose this domain at 1st level, you gain proficiency with Heavy Armor and Smith’s Tools. | When you choose this domain at 1st level, you gain proficiency with Heavy Armor and Smith’s Tools. | ||
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==== Blessing of the Forge ==== | ==== Blessing of the Forge ==== | ||
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one non-magical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest. | At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one non-magical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest. | ||
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==== Channel Divinity: Artisan’s Blessing ==== | ==== Channel Divinity: Artisan’s Blessing ==== | ||
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The thing you create can be something that is worth no more than 100GP. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.<br> | The thing you create can be something that is worth no more than 100GP. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.<br> | ||
The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual. | The ritual can create a duplicate of a non-magical item that contains metal, such as a key, if you possess the original during the ritual. | ||
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==== Soul of the Forge ==== | ==== Soul of the Forge ==== | ||
Starting at 6th level, your mastery of the forge grants you special abilities. You gain Resistance to Fire Damage and a +1 bonus to AC while wearing Heavy Armor. | Starting at 6th level, your mastery of the forge grants you special abilities. You gain Resistance to Fire Damage and a +1 bonus to AC while wearing Heavy Armor. | ||
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==== Saint of Forge and Fire ==== | ==== Saint of Forge and Fire ==== | ||
At 17th level, your blessed affinity with fire and metal becomes more powerful. You gain immunity to fire damage, and while you are wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. | At 17th level, your blessed affinity with fire and metal becomes more powerful. You gain immunity to fire damage, and while you are wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. | ||
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== Grave Domain == | == Grave Domain == | ||
Clerics of the grave watch over the line between life and death. To these clerics, death and the afterlife are a foundational part of the world. To desecrate the peace of the dead is an abomination. Clerics of the grave seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due. | Clerics of the grave watch over the line between life and death. To these clerics, death and the afterlife are a foundational part of the world. To desecrate the peace of the dead is an abomination. Clerics of the grave seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Antilife Shell, Raise Dead | | 9th || Antilife Shell, Raise Dead | ||
|} | |} | ||
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==== Circle of Mortality ==== | ==== Circle of Mortality ==== | ||
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.<br> | At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.<br> | ||
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. | In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. | ||
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==== Eyes of the Grave ==== | ==== Eyes of the Grave ==== | ||
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.<br> | At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.<br> | ||
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. | You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. | ||
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==== Channel Divinity: Path to the Grave ==== | ==== Channel Divinity: Path to the Grave ==== | ||
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.<br> | Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.<br> | ||
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. | As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. | ||
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==== Sentinel at Death’s Door ==== | ==== Sentinel at Death’s Door ==== | ||
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.<br> | At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.<br> | ||
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. | You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. | ||
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==== Keeper of Lost Souls ==== | ==== Keeper of Lost Souls ==== | ||
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. | Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. | ||
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== Knowledge Domain == | == Knowledge Domain == | ||
Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some clerics hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the world. Followers of this domain study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. | Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some clerics hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the world. Followers of this domain study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Legend Lore, Scrying | | 9th || Legend Lore, Scrying | ||
|} | |} | ||
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==== Blessings of Knowledge ==== | ==== Blessings of Knowledge ==== | ||
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. You have expertise in these two skills. | At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. You have expertise in these two skills. | ||
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==== Channel Divinity: Knowledge of the Ages ==== | ==== Channel Divinity: Knowledge of the Ages ==== | ||
Starting at 2nd level, you can tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. | Starting at 2nd level, you can tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. | ||
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==== Channel Divinity: Read Thoughts ==== | ==== Channel Divinity: Read Thoughts ==== | ||
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If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.<br> | If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.<br> | ||
During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. | During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. | ||
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==== Visions of the Past ==== | ==== Visions of the Past ==== | ||
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'''Object Reading.''' Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.<br> | '''Object Reading.''' Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.<br> | ||
'''Area Reading.''' As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. | '''Area Reading.''' As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. | ||
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== Life Domain == | == Life Domain == | ||
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The clerics of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. | The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The clerics of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Mass Cure Wounds, Raise Dead | | 9th || Mass Cure Wounds, Raise Dead | ||
|} | |} | ||
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==== Bonus Proficiency ==== | ==== Bonus Proficiency ==== | ||
When you choose this domain at 1st level, you gain proficiency with heavy armor. | When you choose this domain at 1st level, you gain proficiency with heavy armor. | ||
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==== Disciple of Life ==== | ==== Disciple of Life ==== | ||
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. | Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. | ||
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==== Channel Divinity: Preserve Life ==== | ==== Channel Divinity: Preserve Life ==== | ||
Starting at 2nd level, you can heal the badly injured.<br> | Starting at 2nd level, you can heal the badly injured.<br> | ||
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. | As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. | ||
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==== Blessed Healer ==== | ==== Blessed Healer ==== | ||
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. | Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. | ||
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==== Supreme Healing ==== | ==== Supreme Healing ==== | ||
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. | Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. | ||
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== Light Domain == | == Light Domain == | ||
Clerics of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of light are enlightened souls infused with radiance and the power of the Bahumat’s discerning vision, charged with chasing away lies and burning away darkness. | Clerics of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of light are enlightened souls infused with radiance and the power of the Bahumat’s discerning vision, charged with chasing away lies and burning away darkness. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Flame Strike, Scrying | | 9th || Flame Strike, Scrying | ||
|} | |} | ||
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==== Bonus Cantrip ==== | ==== Bonus Cantrip ==== | ||
When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know. | When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know. | ||
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==== Warding Flare ==== | ==== Warding Flare ==== | ||
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.<br> | Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.<br> | ||
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. | 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. | ||
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==== Channel Divinity: Radiance of the Dawn ==== | ==== Channel Divinity: Radiance of the Dawn ==== | ||
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.<br> | Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.<br> | ||
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. | As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. | ||
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==== Improved Flare ==== | ==== Improved Flare ==== | ||
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. | Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. | ||
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==== Corona of Light ==== | ==== Corona of Light ==== | ||
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals Fire or Radiant Damage. | Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals Fire or Radiant Damage. | ||
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== Nature Domain == | == Nature Domain == | ||
Clerics of nature are as varied as the natural world itself, from inscrutable deep forests to friendly Clerics associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger Bahumat. | Clerics of nature are as varied as the natural world itself, from inscrutable deep forests to friendly Clerics associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger Bahumat. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Insect Plage, Tree Stride | | 9th || Insect Plage, Tree Stride | ||
|} | |} | ||
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==== Acolyte of Nature ==== | ==== Acolyte of Nature ==== | ||
At 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. | At 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. | ||
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==== Bonus Proficiency ==== | ==== Bonus Proficiency ==== | ||
Also at 1st level, you gain proficiency with Heavy Armor. | Also at 1st level, you gain proficiency with Heavy Armor. | ||
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==== Channel Divinity: Charm Animals and Plants ==== | ==== Channel Divinity: Charm Animals and Plants ==== | ||
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. | Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. | ||
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. | As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. | ||
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==== Dampen Elements ==== | ==== Dampen Elements ==== | ||
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. | Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. | ||
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==== Master of Nature ==== | ==== Master of Nature ==== | ||
At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. | At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. | ||
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== Order Domain == | == Order Domain == | ||
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve the Three<br> | The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve the Three<br> | ||
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse. | Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Commune, Dominate Person | | 9th || Commune, Dominate Person | ||
|} | |} | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
At 1st level, you gain proficiency with Heavy Armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice). | At 1st level, you gain proficiency with Heavy Armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice). | ||
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==== Voice of Authority ==== | ==== Voice of Authority ==== | ||
At 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.<br> | At 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.<br> | ||
If the spell targets more than one ally, you choose the ally who can make the attack. | If the spell targets more than one ally, you choose the ally who can make the attack. | ||
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==== Channel Divinity: Order’s Demand ==== | ==== Channel Divinity: Order’s Demand ==== | ||
You can exert an intimidating presence over others.<br> | You can exert an intimidating presence over others.<br> | ||
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw. | As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw. | ||
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==== Embodiment of the Law ==== | ==== Embodiment of the Law ==== | ||
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If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action. | If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action. | ||
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. | You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. | ||
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==== Order's Wrath ==== | ==== Order's Wrath ==== | ||
At 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn. | At 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn. | ||
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== Peace Domain == | == Peace Domain == | ||
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The Clerics of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.<br> | The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The Clerics of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.<br> | ||
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace. | Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Greater Restoration, Rary's Telepathic Bond | | 9th || Greater Restoration, Rary's Telepathic Bond | ||
|} | |} | ||
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==== Implement of Peace === | ==== Implement of Peace === | ||
At 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice). | At 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice). | ||
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==== Emboldening Bond ==== | ==== Emboldening Bond ==== | ||
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While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.<br> | While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.<br> | ||
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
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==== Channel Divinity: Balm of Peace ==== | ==== Channel Divinity: Balm of Peace ==== | ||
At 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action. | At 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action. | ||
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==== Protective Bond ==== | ==== Protective Bond ==== | ||
At 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead. | At 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead. | ||
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==== Expansive Bond ==== | ==== Expansive Bond ==== | ||
At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage. | At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage. | ||
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== Tempest Domain == | == Tempest Domain == | ||
Clerics of the Tempest Domain govern storms, sea, and sky. Tempest clerics often inspire fear in the common folk to keep them on the path of righteousness. | Clerics of the Tempest Domain govern storms, sea, and sky. Tempest clerics often inspire fear in the common folk to keep them on the path of righteousness. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Destructive Wave, Insect Plague | | 9th || Destructive Wave, Insect Plague | ||
|} | |} | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
At 1st level, you gain proficiency with Martial Weapons and Heavy Armor. | At 1st level, you gain proficiency with Martial Weapons and Heavy Armor. | ||
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==== Wrath of the Storm ==== | ==== Wrath of the Storm ==== | ||
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. 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. | Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. 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. | ||
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==== Channel Divinity: Destructive Wrath ==== | ==== Channel Divinity: Destructive Wrath ==== | ||
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.<br> | Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.<br> | ||
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. | When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. | ||
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==== Thunderbolt Strike ==== | ==== Thunderbolt Strike ==== | ||
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. | At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. | ||
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==== Stormborn ==== | ==== Stormborn ==== | ||
At 17th level, you have a flying speed equal to double your walking speed. | At 17th level, you have a flying speed equal to double your walking speed. | ||
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== Travel Domain == | == Travel Domain == | ||
Guides aiding travelers in unfamiliar territory, guardians protecting the open road—clerics of the travel domain often perform in roles such as these. Helping others get from one place to another, these clerics frequently find themselves on the path of adventure. Though they often act as nomads, they never feel as if they don’t have a home; indeed, not all who wander are lost. | Guides aiding travelers in unfamiliar territory, guardians protecting the open road—clerics of the travel domain often perform in roles such as these. Helping others get from one place to another, these clerics frequently find themselves on the path of adventure. Though they often act as nomads, they never feel as if they don’t have a home; indeed, not all who wander are lost. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Commune With Nature, Pass Wall | | 9th || Commune With Nature, Pass Wall | ||
|} | |} | ||
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==== Traveler’s Step ==== | ==== Traveler’s Step ==== | ||
At 1st level, your speed increases by 5ft. | At 1st level, your speed increases by 5ft. | ||
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==== Unfettered Wanderer ==== | ==== Unfettered Wanderer ==== | ||
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Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn.<br> | Any movement speed reduction affecting it is ended, and difficult terrain doesn’t cost extra movement for that creature until the start of your next turn. In addition, the creature gains advantage on all ability checks and saving throws made to avoid or end the grappled or restrained conditions on itself until the start of your next turn.<br> | ||
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest or travel 5 miles from the point where you last used it. | You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest or travel 5 miles from the point where you last used it. | ||
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==== Channel Divinity: Pathfinder ==== | ==== Channel Divinity: Pathfinder ==== | ||
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When you are at a location, you can use your Channel Divinity and spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your action to cast find the path targeting that location without requiring a spell slot or material components.<br> | When you are at a location, you can use your Channel Divinity and spend 1 minute appreciating the location to fix it in your mind. From then on, you can use your action to cast find the path targeting that location without requiring a spell slot or material components.<br> | ||
You can have a number of locations fixed in your mind in this way equal to your Wisdom modifier (a minimum of one). If you attempt to fix a location in your mind after you already have this many locations fixed in your mind, you must choose one to forget in order to gain the new one. | You can have a number of locations fixed in your mind in this way equal to your Wisdom modifier (a minimum of one). If you attempt to fix a location in your mind after you already have this many locations fixed in your mind, you must choose one to forget in order to gain the new one. | ||
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==== Channel Divinity: Divine Stride ==== | ==== Channel Divinity: Divine Stride ==== | ||
Starting at 6th level, you can grant a burst of speed to yourself and your traveling companions. As an action, each creature of your choice within 30 feet of you doubles its walking speed and any other movement speed it has until the start of your next turn. The chosen creatures also gain advantage on any ability check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn. | Starting at 6th level, you can grant a burst of speed to yourself and your traveling companions. As an action, each creature of your choice within 30 feet of you doubles its walking speed and any other movement speed it has until the start of your next turn. The chosen creatures also gain advantage on any ability check made to climb, jump, swim, or otherwise travel through dangerous terrain until the start of your next turn. | ||
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==== Blessed Guide ==== | ==== Blessed Guide ==== | ||
At 17th level, you become a master both of guiding others and of protecting them from the dangers travel can pose. Any creatures of your choice within 15 feet of you ignore difficult terrain and can use their reaction when they make a Dexterity saving throw to gain advantage on the roll.<br> | At 17th level, you become a master both of guiding others and of protecting them from the dangers travel can pose. Any creatures of your choice within 15 feet of you ignore difficult terrain and can use their reaction when they make a Dexterity saving throw to gain advantage on the roll.<br> | ||
When you and another friendly creature finish a long rest together, that creature can be up to 30 feet away from you and still gain these benefits until it finishes its next long rest. | When you and another friendly creature finish a long rest together, that creature can be up to 30 feet away from you and still gain these benefits until it finishes its next long rest. | ||
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== Trickery Domain == | == Trickery Domain == | ||
Clerics of Trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order. They’re thieves, scoundrels, gamblers, rebels, and liberators. These clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. | Clerics of Trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order. They’re thieves, scoundrels, gamblers, rebels, and liberators. These clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Dominate Person, Modify Memory | | 9th || Dominate Person, Modify Memory | ||
|} | |} | ||
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==== Blessing of the Trickster ==== | ==== Blessing of the Trickster ==== | ||
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. | Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. | ||
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==== Channel Divinity: Invoke Duplicity ==== | ==== Channel Divinity: Invoke Duplicity ==== | ||
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As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.<br> | As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.<br> | ||
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. | For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. | ||
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==== Channel Divinity: Cloak of Shadows ==== | ==== Channel Divinity: Cloak of Shadows ==== | ||
Starting at 6th level, as a Bonus Action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | Starting at 6th level, as a Bonus Action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | ||
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==== Improved Duplicity ==== | ==== Improved Duplicity ==== | ||
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. | At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. | ||
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== Twilight Domain == | == Twilight Domain == | ||
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the Clerics of twilight guard against the horrors of the night. Clerics of Twilight bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. | The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the Clerics of twilight guard against the horrors of the night. Clerics of Twilight bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Circle of Power, Mislead | | 9th || Circle of Power, Mislead | ||
|} | |} | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
At 1st level, you gain proficiency with Martial Weapons and Heavy Armor. | At 1st level, you gain proficiency with Martial Weapons and Heavy Armor. | ||
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==== Eyes of Night ==== | ==== Eyes of Night ==== | ||
You can see through the deepest gloom. You have darkvision out to a range of 300 feet.<br> | You can see through the deepest gloom. You have darkvision out to a range of 300 feet.<br> | ||
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. | As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. | ||
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==== Vigilant Blessing ==== | ==== Vigilant Blessing ==== | ||
At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. | At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. | ||
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==== Channel Divinity: Twilight Sanctuary ==== | ==== Channel Divinity: Twilight Sanctuary ==== | ||
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*You grant it temporary hit points equal to 1d6 plus your cleric level. | *You grant it temporary hit points equal to 1d6 plus your cleric level. | ||
*You end one effect on it causing it to be charmed or frightened. | *You end one effect on it causing it to be charmed or frightened. | ||
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==== Steps of Night ==== | ==== Steps of Night ==== | ||
At 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | At 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
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==== Twilight Shroud ==== | ==== Twilight Shroud ==== | ||
At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary. | At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary. | ||
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== War Domain == | == War Domain == | ||
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. The clerics of war excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. | War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. The clerics of war excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. | ||
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==== Domain Spells ==== | ==== Domain Spells ==== | ||
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| 9th || Flamestrike, Hold Monster | | 9th || Flamestrike, Hold Monster | ||
|} | |} | ||
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==== Bonus Proficiencies ==== | ==== Bonus Proficiencies ==== | ||
At 1st level, you gain proficiency with Martial Weapons and Heavy Armor. | At 1st level, you gain proficiency with Martial Weapons and Heavy Armor. | ||
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==== War Priest ==== | ==== War Priest ==== | ||
From 1st level, you delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. | From 1st level, you delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. | ||
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. | 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. | ||
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==== Channel Divinity: Guided Strike ==== | ==== Channel Divinity: Guided Strike ==== | ||
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you or a creature within 30ft of you makes an attack roll, you can use your Channel Divinity to grant a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. | Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you or a creature within 30ft of you makes an attack roll, you can use your Channel Divinity to grant a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. | ||
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==== Blessing of War ==== | ==== Blessing of War ==== | ||
At 6th level, you can magically imbue the weapons of you and your allies. As an Action, you and up to four other creatures of your choice within 30ft of you deal an additional 1d8 Force damage on Weapon Attack Rolls | At 6th level, you can magically imbue the weapons of you and your allies. As an Action, you and up to four other creatures of your choice within 30ft of you deal an additional 1d8 Force damage on Weapon Attack Rolls. | ||
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==== Avatar of Battle ==== | ==== Avatar of Battle ==== | ||
At 17th level, you gain resistance to Bludgeoning, Piercing, and Slashing damage from non-magical attacks. | At 17th level, you gain resistance to Bludgeoning, Piercing, and Slashing damage from non-magical attacks. | ||
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= Characters = | = Characters = | ||
[[Lazarus Akela]], the Aasimar Life Domain Cleric | [[Lazarus Akela]], the Aasimar Life Domain Cleric |