Base Class: Cleric
The nation of Sharlayan is the cradle of knowledge, and the Studium its foremost institution of learning. Yet more so than its incomparable library and formidable assemblage of Archons, this prestigious academy is famed for blending traditionally distinct fields to produce revolutionary new disciplines. Among these, perhaps the most distinguished is an altruistic art which draws upon the wisdom of aetherology, sorcery, and medicine. Dubbed somanoutics, the art seeks to heal and protect by manipulating corporeal aether through the use of nouliths, a flying array of foci. Practitioners are dedicated to the betterment of mankind, and for their wisdom and compassion, eventually came to be known simply as sages.
Somanoutics
Through the use of Nouliths, a flying array of foci, you seek to heal and protect. The Nouliths can be used as spellcasting foci and will be used to execute all other Sage Domain Features. One such feature is a laser to strike down your enemies before they can harm you or your allies.
Kardia
You promise an ally that you will protect them, with this ability as proof of that vow. When you deal damage, Allies under the effect of Kardia regain HP. You can have a number of allies equal to half of your proficiency bonus under the effect of Kardia.
Channel Divinity: Eukrasia
As a bonus action, you augment your own healing spells for the greater benefit of your allies. For the next minute, your healing spells are half as effective. In return, your healing spells also grant temp hp for the amount that they heal. Overhealing is turned into temp hp as the normally wasted energy from healing more than necessary is turned into a shield to protect.
Addersgall & Addersting
You can accumulate an amount of Addersgall and Addersting up to half your character level. A spell's level determines how much Addersgall or Addersting is required to cast it in this manner (i.e. A 6th level Heal spell would require 6 charges of Addersgall to cast, and a 3rd level fireball would require 3 charges of Addersting)
Addersgall increases by 1 every 30 seconds. You can use the amount accumulated to cast known healing spells.
Addersting accumulates when a shield (temp hp) provided by you breaks. You can use the amount accumulated to cast known damaging spells.
Both Addersgall and Addersting reset to zero on short rests.
Haima
You grant a protective barrier around yourself or an ally within 30 feet that absorbs damage equivalent to half of your Wisdom modifier times your proficiency bonus. When the barrier is completely absorbed, a new, weaker barrier is applied. The second barrier absorbs damage equivalent to half of your Wisdom modifier times 1 minus your proficiency bonus. This pattern continues until the provided barrier health is reduced to 0 or 1 minute passes. After a minute passes, if the barriers haven't been completely absorbed, the target recovers HP equal to half of the temp hp that would be provided by the remaining barriers.
You can use this feature a number of times equal to half of your proficiency bonus. All expended uses recover every dawn. Only one creature can benefit from your haima at a time.
For reference regarding barrier healths, use This Table.
Pneuma
As an action, you send your Nouliths up into the sky, and as they face the ground they fire a large laser which encompasses a 20 foot cylinder centered on you. Allies within this laser are subjected to the 6th level Heal spell, and enemies within this laser are subjected to the 6th level Harm spell.
You can use this feature a number of times equal to half of your proficiency bonus. One expended use recovers every dawn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/7/2023 4:59:53 AM
|
9
|
2
|
--
|
Coming Soon
|
Comments