164 lines
11 KiB
Markdown
164 lines
11 KiB
Markdown
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. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. 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 their gods.
|
|
|
|
## NATURE DOMAIN SPELLS
|
|
|
|
| Cleric Level | Spells |
|
|
|----------------|---------------------------------------|
|
|
| 1st | animal friendship, speak with animals |
|
|
| 3rd | barkskin, spike growth |
|
|
| 5th | plant growth, wind wall |
|
|
| 7th | dominate beast, grasping vine |
|
|
| 9th | insect plague, tree stride |
|
|
|
|
## ACOLYTE OF NATURE
|
|
|
|
At 1st level, you learn one druid campit of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
|
|
|
|
## BONUS PROFICIENCY
|
|
|
|
Also at 1st level, you gain proficiency with heavy armor.
|
|
|
|
## CHANNEL DIVINITY: 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.
|
|
|
|
## 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.
|
|
|
|
## DIVINE STRIKE
|
|
|
|
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
|
|
|
|
## 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.
|
|
|
|
## Tempest DOMAIN
|
|
|
|
Gods whose portfolios include the Tempest domainincluding Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor-govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of
|
|
|
|

|
|
|
|
righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
|
|
|
|
## TEMPEST DOMAIN SPELLS
|
|
|
|
| Cleric Level Spells |
|
|
|-------------------------------------|
|
|
| 1st fog cloud, thunderwave |
|
|
| 3rd gust of wind, shatter |
|
|
| 5th call lightning, sleet storm |
|
|
| 7th control water, ice storm |
|
|
| 9th destructive wave, insect plague |
|
|
|
|
## BONUS PROFICIENCIES
|
|
|
|
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
|
|
|
|
## 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.
|
|
|
|
## CHANNEL DIVINITY: DESTRUCTIVE WRATH
|
|
|
|
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
|
|
|
|
## 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.
|
|
|
|
## DIVINE STRIKE
|
|
|
|
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
|
|
|
|
## STORMBORN
|
|
|
|
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
|
|
|
|
## TRICKERY DOMAIN
|
|
|
|
Gods of trickery-such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki-are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their 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.
|
|
|
|
## TRICKERY DOMAIN SPELLS
|
|
|
|
| Cleric Level Spells |
|
|
|--------------------------------------|
|
|
| 1st charm person, disguise self |
|
|
| 3rd mirror image, pass without trace |
|
|
| 5th blink, dispel magic |
|
|
| 7th dimension door, polymorph |
|
|
| 9th dominate person, modify memory |
|
|
|
|
## 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.
|
|
|
|
## CHANNEL DIVINITY: INVOKE DUPLICITY
|
|
|
|
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
## CHANNEL DIVINITY: CLOAK OF SHADOWS Starting at 6th level, you can use your Channel Divinity to vanish.
|
|
|
|
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
|
|
|
|
## DIVINE STRIKE
|
|
|
|
At 8th level, you gain the ability to infuse your weapon strikes with poison-a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
|
|
|
|
## 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.
|
|
|
|
## 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. In either case, the gods of war
|
|
|
|
watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and KiriJolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
|
|
|
|
## WAR DOMAIN SPELLS
|
|
|
|
| Cleric Level Spells |
|
|
|-----------------------------------------|
|
|
| 1st divine favor, shield of faith |
|
|
| 3rd magic weapon, spiritual weapon |
|
|
| 5th crusader's mantle, spirit guardians |
|
|
| 7th freedom of movement, stoneskin |
|
|
| 9th flame strike, hold monster |
|
|
|
|
## BONUS PROFICIENCIES
|
|
|
|
At 1st level, you gain proficiency with martial weapons and heavy armor.
|
|
|
|
## WAR PRIEST
|
|
|
|
From 1st level, your god 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.
|
|
|
|
## CHANNEL DIVINITY: GUIDED STRIKE
|
|
|
|
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain 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.
|
|
|
|
## CHANNEL DIVINITY: WAR GOD'S BLESSING
|
|
|
|
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
|
|
|
|
## DIVINE STRIKE
|
|
|
|
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
|
|
|
|
## AVATAR OF BATTLE
|
|
|
|
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
|