Base Class: Cleric
Few faiths have a god whose domain is games alone; often it is a lesser aspect of a god of war, of festivals, or even of death. But clerics who devote themselves to this domain are able to see that many things, even those as immense as war or death, can be analyzed, played, and in some cases, won.
These clerics preach their faith in unusual places - in gambling dens, in fighting pits, or even over back-alley dice games. They have a unique ability to navigate tricky situations, especially those that may turn to violence, and a well-armed Games cleric can emerge victorious from any scrape as long as they keep their wits about them.
This subclass was created in Episode 2 of Untested Arcana - new content weekly on YouTube!
Domain Spells
You gain domain spells at the cleric levels listed in the Games Domain Spells table.
Games Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | bless, hellish rebuke |
| 3rd | enhance ability, shatter |
| 5th | counterspell, lightning bolt |
| 7th | arcane eye, freedom of movement |
| 9th | flame strike, telepathic bond |
Strategic Proficiencies
When you choose this domain at 1st level, you gain proficiency with three martial weapons of your choice, as well as one type of gaming set.
You also learn one cantrip of your choice from any spell list that deals fire, lightning, or thunder damage. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know.
Roshambo
Also at 1st level, you begin to understand the game-like patterns of combat, and can manipulate them to outplay your opponents.
If a creature targeted you with an attack after the end of your last turn, you can give yourself advantage on the first weapon attack you make against them on your current turn, but only if one of the following requirements are met:
- If the creature’s attack dealt bludgeoning damage, your attack must deal slashing damage.
- If the creature’s attack dealt slashing damage, your attack must deal piercing damage.
- If the creature’s attack dealt piercing damage, your attack must deal bludgeoning damage.
Channel Divinity: Set the Board
Starting at 2nd level, you can use your Channel Divinity to set the pawns of battle to benefit you and your party.
Whenever you roll initiative, provided you aren’t incapacitated or surprised, you can expend a use of your Channel Divinity to choose a number of friendly creatures equal to your Wisdom modifier +1 (minimum of 2 creatures), which may include yourself.
After the chosen creatures roll initiative, record their rolled values, then redistribute those values to the chosen creatures as you see fit, assigning each rolled value to a different creature. This assigned value becomes their new position in initiative.
Two of a Kind
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
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 fire, lightning, or thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Solved Game
Starting at 17th level, your connection to the divine game allows you to outthink any adversary. You add the spell foresight to your list of domain spells. Like your other domain spells, it is always prepared and counts as cleric spells for you.
You can also cast a limited version of the spell by expending a use of your Channel Divinity. When cast in this way, the spell requires concentration and its duration becomes 1 hour.
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