Cleric
Base Class: Cleric

Gods and goddesses of nature may summon multitudes of creatures from nowhere, and certain creator gods and goddesses are skilled at manifesting items and objects from out of thin air. Even divinities of travel employ use of this domain to utilize its capabilities for teleportation. Why would so many uses be afforded to just one domain, one might ask? Because the principles of conjuration and apportation are actually inherent to the universe, and offer a wide array of valuable uses, from attack, defense, utility, and other purposes. Very few magical fundamentals see such use, but this domain accentuates the powers of conjuration with tactically useful abilities that improve its versatility vastly, refined through centuries of practiced use by many gods. Divine beings such as Artemis, Ganesha, Gofannon, Hephaestus, and Neptune employ this domain, among many other gods and goddesses.

Conjuring Domain Spells

You gain domain spells at the cleric levels listed in the Conjuring Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work. Additionally you learn the Sword Burst cantrip.

Conjuring Domain Spells

Cleric Level Spells

1st

find familiar, grease

3rd

flock of familiars, misty step

5th

conjure animals, stinking cloud

7th

conjure minor elemental, dimension door

9th

conjure elemental, teleportation circle

Something from Nothing

1st-level Conjuring Domain feature

At 1st level, you learn the basics of bringing forth conjured objects, and have a variety of small things you can create: a fist-sized lump of unrefined coal, copper, flint, or iron ore, a small one-foot long log, a 3 foot length of branch-like wood that can be wielded like a club, or a full fistful of random wild seeds or grains. You conjure these to appear either in your square or in your hand as an action. Objects summoned this way are tangibly real for a number of minutes equal to your Wisdom bonus, then vanish, and you can summon a mass of the same non-living material you have already summoned as a congruous quantity seamlessly attached to the existing material. For example, if you summoned a foot-long log with one use of this feature, you could use it again to summon an additional foot of length to the existing log. If you summoned a 3-foot branch of wood, then used this power to summon another length, you would create a 6 foot long unified length that could be used as a quarterstaff. You may use this feature a number of times equal to your proficiency bonus before you must finish a long rest to use it again.

Channel Divinity: Summoning Portal

2nd level Conjuring Domain feature

At 2nd level, you are able to open portals to the realms from which you summon other beings, which can allow more creatures to be summoned from one of your spells than normal. You may use a bonus action with your holy symbol in your hand and cause a small summoning portal to appear and float in place in mid-air until the end of your turn. When you cast a Conjuring Domain spell or 2nd level or higher that would summon a creature, if you choose a summoning portal as a place where the creatures originate from, you add 1 additional creature to the total summoned from that spell. When you reach 17th level in this class, you summon up to two additional creatures this way.

Advanced Apparator

6th-level Conjuring Domain feature

At 6th level, you learn how to utilize extradimensional spaces to help you store and conjure more things and creatures. Additionally, you can undo effects and spells that conjure and summon materials and creatures, immediately dismissing magically-appearing things by force of will. You are now able to create an extradimensional space that is a 5' x 5' x 5' cube which can store up to 300 pounds. You are able to manifest a medium portal to this space as an action, and it remains open as long as you will it. The extradimensional space contains enough air and space to keep a medium-sized creature or two small-sized creatures for 24 hours. If any living beings have been in the space for longer than 24 hours, the portal appears in the square they entered from and ejects them into that square, then vanishes. Objects remain in the space indefinitely or until removed, and if the space has more than 50 pounds of matter in it, it cannot accept any creatures in it, and the portal will seem intangible to any other creature nearby, although you may still reach in and out of it readily. You may use this ability once before you must finish a long rest to use it again.

Additionally, you can now dismiss the effects of other spellcasters' conjurations. You may use an action with your holy symbol in your hand to cast Dispel Magic on a conjured object or mass without expending a spell slot. You may also use an action with your holy symbol in your hand to undo the summoning of a magically-conjured creature by making a caster level check against the spellcaster's spell save DC. If you are successful, the conjured creature disappears to its home plane of origin immediately. You may use either of these options once before you must finish a short rest to use that option again, or you may expend a use of your Channel Divinity feature to regain a spent use of this feature as a bonus action.

Potent Spellcasting

8th-level Conjuring Domain feature

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

Divine Summoner

17th-level Conjuring Domain feature

At 17th level, you learn the greatest secrets of conjuring and creation afforded by your deity's power. When you cast Spirit Guardians or any spell that summons material or creatures, you cast that spell as if it were one spell level higher without spending the higher-level spell slot. If you cast the spell at a higher level spell slot, this improvement to spell level does not apply.

Additionally, if you have been concentrating on a Conjuration spell for at least one round, you may dismiss any number of things created or summoned by the spell you cast as part of any action on your turn. For example, if you cast Conjure Elemental and lose concentration on the spell, you can, as part of any action on your turn, dismiss any or all of the creatures conjured by the spell.

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