cleric_domains

Cleric Domains

Those that claim the Clarity domain as their own are atypical from other Clerics, in that their power does not stem from the worship of a divine being. Instead, the Magnate of Clarity grants them their abilities, which allow them to see things that normal mortals cannot. The Magnate uses these abilities to avert catastrophes, using these Clerics to predict events and uncover trouble before it occurs.

At each indicated cleric level, you add the listed spells to your spells prepared.

Cleric Level Spells
1st Comprehend Languages, Identify
3rd Detect Thoughts, Mind Spike
5th See Invisibility, Intellect Fortress
7th Arcane Eye, Mordenkainen's Faithful Hound
9th Commune with Nature, Contact Other Plane

When you choose this domain at 1st level, you gain proficiency with the Investigation and Perception skills.

You can grant yourself and your allies the ability to detect threats more easily, beginning at 1st level. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You grant the chosen creatures an enhanced awareness for 10 minutes or until you use this feature again. Any attempt to hide from one of the chosen creatures is made at Disadvantage, and attacks made against these creatures cannot gain advantage due to the target not seeing their attacker.

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.

As an action, you present your holy symbol to a creature within 30 feet of you, and ask a single question. When you do so, you experience a fragment of the target's life, perceived as if you were the target at that time, which attempts to provide the best answer possible to your question.

For example, if you target a thief and ask where they hid stolen goods, you may have a vision where you hide a bag of gems in a barrel. If you ask the same question of a random citizen, you may instead be brought to a Tavern where you overhear a conversation about a recent theft.

Beginning at 6th level, you gain the ability to divine secrets far more quickly and easily than others. When you attempt to ritual cast a divination spell, you may do so as an action. Additionally, if you are casting a divination spell that has a chance to fail with subsequent uses, this failure rate does not increase when the spell is cast in this way.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

At 17th level, your powers overcome all attempts to deceive or hide information from you. You gain truesight out to a range of 30 feet, and you can understand all written and spoken languages. You also know when you hear a creature speak a lie.

The clerics that serve the Capitalist come in many forms, and those of the Pyramid domain are among the most sneaky in their methods. These clerics attempt to increase the power of the Capitalist not by convincing others to worship him, by rather by creating a magic link between them. This link allows the transfer of magic energy between the Cleric and the creatures who agree to the link, referred to as their “Downline”.

At each indicated cleric level, you add the listed spells to your spells prepared.

Cleric Level Spells
1st Charm Person, Distort Value
3rd Magic Weapon, Suggestion
5th Major Image, Vampiric Touch
7th Fabricate, Leomund's Secret Chest
9th Creation, Synaptic Static

When you choose this domain at 1st level, you gain proficiency with Heavy Armor and the Deception skill.

Additionally, you gain the ability to establish a Downline. At the end of a long rest, you may select a number of willing creatures equal to your Wisdom modifier, who join your Downline until your next long rest.

Also beginning at 1st level, you may grant your Downline access to some of your magic. As an action, you may select one creature in your Downline. The chosen creature gains the ability to cast a single cantrip you know for 1 hour, or until you use this feature again. The cantrip uses your spell attack bonus and save DC, and it treats the creature as the caster for all other purposes.

Starting at 2nd level, you can use your channel divinity to empower your spellcasting at the expense of your Downline.

As an action, you may select a member of your Downline with the ability to cast spells. The creature you select immediately expends a spell slot, and you regain an expended spell slot of the same level.

At 6th level, your Downline gains greater access to your magic. As a bonus action, you may grant a creature in your Downline a spell slot of 3rd level or lower without expending one of your own, which they may use to cast a spell of your choice for the next minute. The spell uses your spell attack bonus and save DC, and it treats the creature as the caster for all other purposes.

You may use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest. When you use this feature to grant a creature a spell slot greater than 1st level, it expends a number of uses of this feature equal to the level of the spell.

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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

At 17th level, your Downline can now generate a healthy profit, and you reap the rewards. You gain a bonus to your AC equal to half the number of creatures in your Downline.

Additionally, when a creature casts a spell granted to it by your Direct Sale feature, roll a number of d8s equal to the level of the spell. Both you and the creature regain hit points equal to the number rolled plus your Wisdom modifier.

  • cleric_domains.txt
  • Last modified: 2024/01/01 18:12
  • by shto