Base Class: Cleric
Gnome deities are a curious lot among gods, with beings like Garl Glittergold and Baravar Cloakshadow being a mix of divine trickster and goodly noble beings. The gnomish folk of the world, some say, discovered illusion magic before anyone else in civilized societies, and thus excelled at mischief as a result. No one can argue that most of gnome-kind are still yet good-hearted folk with a happy demeanor, and they reward inventive thinking and clever minds in their societies. Clerics of the gnomekind gods are therefore all these things at once to be seen as a paragon of gnomish virtue. Commonly, guild craftsmen of gnomish labor guilds are such clerics, and they work alongside accomplished artificers and wizards alike to continue to innovate and excel through their clever methods of magic and machinery.
Gods like Garl Glittergold, Baravar Cloakshadow, Baervan Wildwander, Flandal Steelskin, and Rill Cleverthrush are all examples of gods who utilize this domain.
Domain Spells
1st-level Gnomekind Domain feature
You gain domain spells at the cleric levels listed in the Gnomekind Domain Spells table. See the Divine Domain class feature for how domain spells work.
Gnomekind Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | gift of alacrity, silent image |
| 3rd | augury, blur |
| 5th | hypnotic pattern, major image |
| 7th | guardian of faith, hallucinatory terrain |
| 9th | creation, mislead |
Bonus Proficiencies
1st-level Gnomekind Domain feature
At 1st level in this Domain, you gain proficiency in Tinkerer's Tools and Thieves' Tools.
Blessed With Mirth
1st-level Gnomekind Domain feature
An underrated facet of gnomish life to outsiders is that gnomes commonly study the art of a fine laugh. Gnomes practice having enjoyable laughs that sound funny to outsiders, and being funny is exactly the point. The mirthful sound of contagious gnomish laughter has an effect that lightens the hearts of those it touches, and you as a paragon have mastered the art, bestowing a bit of supernatural luck in the space around you in short bursts powered by your lucky laughter, making the miraculous happen amidst a fit of chuckles or giggles. As a bonus action, you can laugh and all creatures that can hear you within 10 feet gain advantage on their next roll, save, or check for the next 10 seconds or 3 rounds, whichever comes first. You can 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: Glimmershines
2nd-level Gnomekind Domain feature
At 2nd level, you gain a new option for your Channel Divinity feature. As an action with your holy symbol in your hand, you can make an illusion of yourself or any other creature you can see that is no larger than medium size in a square within 50 feet of you. This illusion cannot move from its square, but is in all other ways an animated version of the creature it duplicates, and it makes an auditory sound exactly as that creature would make, speaking in any voice the creature speaks if you choose it to. If the duplicate is interacted with in any way physically, such as by anything touching any boundary of the illusion's exterior, it bursts into a flash of light and creatures within 10 feet of it must make a Dexterity saving throw at your spell save DC or be blinded until the end of their next turn. You must concentrate, as if concentrating on a spell, to maintain the illusory duplicate in its space.
Innovative Thinker
6th-level Gnomekind Domain feature
Gnomes are often excellent inventors and they know their way around mechanisms and devices like few do. Culturally, they place a high value on being clever enough to think things through for oneself without instructions. You're a paragon of this virtue, and you "catch on quick" as a result. You ignore all class and racial restrictions for magic items you use, and you can attune and use any such item as if you met all its requirements for all its functions, as long as you are proficient with the type of item it is, in the case of weapons, armors, or toolkits.
Additionally, you can perform a ritual which provides you clever insights and training from your Gnomish forbears, entitling you to ancestral knowledge. You can perform a 10 minute ritual, and once you have completed it, you may choose any 3 armor, weapon, musical instrument, or tool items you can see. You are treated as if you are proficient with those items until you finish a long rest. You can perform this ritual once before you must finish a long rest to use it again.
Potent Spellcasting
8th-level Gnomekind Domain feature
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Cunning
15th-level Gnomekind Domain feature
At 15th level, you gain a supernatural cunning, an ability to out-think most of your foes who attempt to cast spells upon you. Whenever you succeed at an Intelligence, Wisdom, or Charisma saving throw, you gain an instance of Divine Cunning. You can only have one instance of Divine Cunning at a time. Whenever you would become the target of a spell or effect that causes you to make an Intelligence, Wisdom, or Charisma saving throw, you may use a reaction and expend your Divine Cunning to gain immunity to that spell or effect until the beginning of your next turn.
Additionally, you are seen as extremely skillful with items and devices you utilize, and you can activate any magic item using your bonus action. The effect of the item occurs as this bonus action unless it otherwise specifically describes a different duration of activation in its description. You cannot activate the same magic item twice in one turn using this feature.
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