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== Divine Domains == | == Divine Domains == | ||
=== Domain | === Arcana Domain === | ||
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods 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. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. | ||
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| 1st || Detect Magic, Magic Missile | | 1st || Detect Magic, Magic Missile | ||
|- | |- | ||
| 3rd || Magic Weapon, | | 3rd || Magic Weapon, Arcanist's Magic Aura | ||
|- | |- | ||
| 5th || Dispel Magic, Magic Circle | | 5th || Dispel Magic, Magic Circle | ||
|- | |- | ||
| 7th || Arcane Eye, | | 7th || Arcane Eye, Secret Chest | ||
|- | |- | ||
| 9th || Planar Binding, Teleportation Circle | | 9th || Planar Binding, Teleportation Circle | ||
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'''Arcane Mastery.''' At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. | '''Arcane Mastery.''' At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. | ||
=== Domain | === Draconic Domain === | ||
'''Bonus Proficiency.''' At 1st level, you gain proficiency with martial weapons and | '''Bonus Proficiency.''' At 1st level, you gain proficiency with martial weapons and | ||
heavy armor. | heavy armor. | ||
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| 5th || Elemental Weapon, Fear | | 5th || Elemental Weapon, Fear | ||
|- | |- | ||
| 7th || | | 7th || Secret Chest, Private Sanctum | ||
|- | |- | ||
| 9th || Legend Lore, Reincarnate (Dragonborn) | | 9th || Legend Lore, Reincarnate (Dragonborn) | ||
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'''Heart of the Dragon.''' 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. | '''Heart of the Dragon.''' 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. | ||
=== Domain | === Feast Domain === | ||
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. | '''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. | ||
'''Domain Spells.''' You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you. | '''Domain Spells.''' You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you. | ||
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'''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. | '''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. | ||
=== 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 elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods 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 these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods 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 elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods 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 these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods 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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'''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. | '''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. | ||
=== 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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'''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. | '''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. | ||
=== 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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:'''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. | ||
=== 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. | |||
'''Domain Spells.''' You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you. | '''Domain Spells.''' You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you. | ||
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! Cleric Level !! Spells | ! Cleric Level !! Spells | ||
|- | |- | ||
| 1st || | | 1st || Bless, Cure Wounds | ||
|- | |- | ||
| 3rd || | | 3rd || Lesser Restoration, Spiritual Weapon | ||
|- | |- | ||
| 5th || | | 5th || Beacon of Hope, Revivify | ||
|- | |- | ||
| 7th || Guardian of Faith | | 7th || Death Ward, Guardian of Faith | ||
|- | |- | ||
| 9th || | | 9th || Mass Cure Wounds, Raise Dead | ||
|} | |} | ||
'''Bonus | '''Bonus Proficiency.''' When you choose this domain at 1st level, you gain proficiency with heavy armor. | ||
''' | '''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. | ||
'''Channel Divinity:''' | '''Channel Divinity: Preserve Life.''' Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. | ||
As an action, you present your holy symbol | 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. | ||
''' | '''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. | ||
''' | '''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. | ||
=== 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. | |||
'''Domain Spells.''' You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you. | '''Domain Spells.''' You gain domain spells at the cleric levels listed in the Domain Spells table. You know these spells and they don't count against your number prepared spells. These are Cleric spells for you. | ||
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! Cleric Level !! Spells | ! Cleric Level !! Spells | ||
|- | |- | ||
| 1st || | | 1st || Burning Hands, Faerie Fire | ||
|- | |- | ||
| 3rd || | | 3rd || Flaming Sphere, Scorching Ray | ||
|- | |- | ||
| 5th || | | 5th || Daylight, Fireball | ||
|- | |- | ||
| 7th || | | 7th || Guardian of Faith, Wall of Fire | ||
|- | |- | ||
| 9th || | | 9th || Flame Strike, Scrying | ||
|} | |} | ||
'''Bonus | '''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. | ||
''' | '''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. | ||
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. | |||
'''Channel Divinity: | '''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. | ||
As an action, you present your holy symbol and | 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. | ||
''' | '''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. | ||
''' | '''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. | ||
=== 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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'''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. | '''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. | ||
=== 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 | 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 | ||
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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'''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. | '''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. | ||
=== 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. | 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. | ||
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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'''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. | '''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. | ||
=== Domain | === Tempest Domain === | ||
Clerics of the Tempest Domain govern storms, sea, and sky. Tempest clerics inspire fear in the common folk, either to keep those folk on the path of righteousness. | Clerics of the Tempest Domain govern storms, sea, and sky. Tempest clerics inspire fear in the common folk, either to keep those folk on the path of righteousness. | ||
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'''Stormborn.''' At 17th level, you have a flying speed equal to double your walking speed. | '''Stormborn.''' At 17th level, you have a flying speed equal to double your walking speed. | ||
=== 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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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. | ||
=== 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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'''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. | '''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. | ||
=== 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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'''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. | '''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. | ||
=== 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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'''Avatar of Battle.''' At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. | '''Avatar of Battle.''' At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. | ||
= Characters = | = Characters = | ||
[[Lazarus Akela]], the Aasimar Life Domain Cleric | [[Lazarus Akela]], the Aasimar Life Domain Cleric |