Base Class: Cleric
In the realm of faith, there exists a domain unlike any other, a sacred union of two deities' souls sharing a singular divine body. The Duality domain, deeply rooted in the legends of the tempestuous Arahan and the serene Naestra, known mostly as the sisters of twillight, the inseparable sisters, brings forth a unique blend of courage and serenity, might and tranquility, psionic force and psychic mastery.
Duality domain clerics are usually lovers, brothers, sisters or anyone with a bond tight enough to bind their fate together, come hell or high water. Most clerics of the duality domain are usually paired off as two, this way with each of the paired cleric following one of the twillight sister's path while the other one follows the other sister's path. Just like the twillight sister's themselves, these paths are usually conflicting and often contradictory. This is also reflected on the clerics of each path themselves. The duality domain focuses on love, devotion, tolerance and loyalty between two people with a bond that would often transcend death itself despite having very conflicting personalities, morals and way of life. A faith where you put every trust you have in your bonded and expect them to do the same. But usually, the most favoured of these clerics are they that share the twin soul aspect of the sisters of twillight by having two souls inside them, able to change the dominant soul inside their vessel with some effort. These clerics are able to harness and utilize both the gentle whip of psychic energy and the violent and powerful hammer that is psionic energy.
Note: This is originally made for my dual soul PC and I know this domain is filled to the brim with features. Don't expect much balancing from me, feel free to change or reflavour things to suit your game though. I'll fix the domain spell list someday to correspond to the level, but just try to only use spells that you're supposed to get. Cheers!
Domain Spells
|
You gain domain spells at the cleric levels listed in the Duality Domain Spells table. Duality Domain Spells |
Divided We Stand
When choosing this domain at 1st level, you gain the extraordinary ability to swap the dominant soul inhabiting your body. You have formed a deep connection with your other half and can channel the power of both of the twillight sisters respectively with each soul that resonates with either of them that the current soul resonates the most, and you can tap into their distinct powers as needed. After completing a long rest, you must roll a d6 to determine which soul will inhabit your body until the next long rest:
1-3: Arahan's Valour: Martial psionic soul takes dominance
4-6: Naestra's Serenity: Supportive mystic soul takes dominance
Medb: Psychic Embrace
When you choose this domain at 1st level, you have awakened the wondrous true potential of your mind. You also learn the message cantrip as part of your known spells.
As Medb: Whenever you cast a Cleric cantrip or Cleric spell that deals any type of damage, you may choose to deal psychic damage instead
Empathic Cure, Schemer's Snare: Additionally when you hit 4th level and currently have Primary Soul as the soul inhabiting your body, you gain the ability to boost your healing spells to be more effective at a cost. Whenever you use a spell of 1st level or higher to restore hit points to a creature, you have the option to imbue the creature with intrusive psychic energy that would heal them more, but lowers their psychic defenses, granting them disadvantage on their next wisdom or intelligence or charisma saving throw for the next 5 minutes but the creature would then regains additional hit points equal to 2 + double your cleric's level.
Vivian: Psionic Rage
When you choose this domain at 1st level, you gain proficiency with martial weapons and you can cast mage hand without the need for verbal or somatic components, and you can make the spectral hand invisible.
As Vivian: You may also imbue a weapon you're proficient, as a bonus action to gain the ability to use your wisdom modifier for that weapon's attack and damage roll for the next hour. You may also sheathe your weapon with psionic force energy as a free action, making any weapon attack you deal as force damage instead for that turn.
Telekinetic Outburst: Additionally when you hit 4th level and currently have Vivian as the soul inhabiting your body, you may also use your bonus action to gain the ability to harness your psionic force energy and unleash it in a violent eruption. As a bonus action, you can release a surge of psionic energy in a 15-foot radius centered on yourself. This eruption affects every creature in the 15-foot radius including your allies. Every creatures within the radius must make a Constitution saving throw against your cleric spell save DC. On a failed save, they take 3d8 force damage and are either pushed 20 feet away from you or have their speed reduced to 0 until the end of their next turn (your choice). On a successful save, they take half damage and are not pushed or hampered. You may only use this part of the feature once every long rest and the damage for the ability increases to 6d8 at 6th level.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Channel Divinity: Guardian Spirit
Starting at 2nd level, you can use your Channel Divinity to bolster the psychic and psionic defenses of others. As an action, you can make your other half briefly possess a willing creature within 30 feet to grant them temporary hitpoints and resistances to psychic and force damage type. The creature gains the incapacitated status for one turn and then gain a number of temporary hitpoints equal to two times your cleric level + your wisdom modifier for 10 minutes. As long as a creature has temporary hitpoints from this feature, they also gain resistance to the psychic and force damage types while also gaining immunity to the frightened and charmed condition.
Alternatively, you may also use your Channel Divinity to choose which soul you would like be able to inhabit your body for the next 10 minutes.
Mind's Fortress
At 6th level, you gain the following feature benefits depending on the soul that's currently inhabiting the body, you can use either feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. You also gain resistance to both psychic and force damage when gaining this feature, regardless of which soul is currently inhabiting the body.
As Medb: Your psionic power is a powerful defense for you and your allies. When you or a creature you can see are attacked by a creature within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll, sending a small psionic energy wave to potentially shield the creature before the attacker hits.
As Vivian: Your psychic power is a powerful defense for you and your allies. When you or a creature you can see within 30 feet makes an Intelligence, Wisdom, or Charisma saving throw, you can use a reaction to add your Wisdom modifier (minimum of +1) to its roll.
Divided We Fight
At 8th level, you gain the following feature's benefits depending on the soul currently inhabiting your body. You may now boost the power of your cleric cantrips with more psychic damage and boost your weapon attacks with even more powerful force damage respectively.
As Secondary Soul: you gain the ability to infuse your weapon strikes with force 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
As Primary Soul: you may also add your Wisdom modifier to the damage you deal with any cleric cantrip.
True Harmony
Starting at 17th level, your mind and body have become saturated with psychic and psionic power. You are immune to psychic and force damage type, and you are also resistant to bludgeoning, piercing, and slashing damage from non-magical attacks. Both of your souls have completely harmonized and also truly unite into one entity, you may now gain all the benefits that both souls provides without having to switch souls now.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/4/2023 1:19:02 AM
|
27
|
0
|
1
|
Coming Soon
|
|
|
9/4/2023 11:33:25 AM
|
12
|
0
|
1.1
|
Coming Soon
|
|
|
9/4/2023 3:06:48 PM
|
20
|
0
|
2.0
|
Coming Soon
|
|
|
9/6/2023 12:30:58 AM
|
26
|
1
|
2.1
|
Coming Soon
|
|
|
9/19/2023 10:36:10 PM
|
28
|
1
|
2.2
|
Coming Soon
|
Comments