Cleric: Difference between revisions

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=== Arcana 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. 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.


'''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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'''Arcane Initiate.''' When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
'''Arcane Initiate.''' When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.


'''Channel Divinity: Arcane Abjuration.''' Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
'''Channel Divinity: Spellfire.''' You present your Holy Symbol to a creature imbued with arcane effects. For every spell currently effecting the target, it gains one stack of Burning (Force) that can only be removed via Dispel Magic, or similar effects and over time.  
As an action, you present your holy symbol, and one elemental, fey, or highling of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is equal to or lower then the challenge rating for your Destroy Undead and Aberrations feature.


'''Spell Breaker.''' Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
'''Spell Breaker.''' Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.


'''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.<br>
Additionally, as an Action, you can replace any of your Domain spells, with a spell from the Wizard Spell list of the same level.


=== Dragon Domain ===
=== Dragon Domain ===