Cleric
Base Class: Cleric

You have caught the eye of the Master of Games, granting you a number of world-breaking abilities.

Meta Domain Spells

1st-level Meta Domain feature

You gain access to every spell list. Additionally, you gain domain spells at the cleric levels listed in the Meta Domain Spells table that you may cast at will.

Channel Divinity: Out of Character

2nd-level Meta Domain feature

Starting at 2nd level, you can use your Channel Divinity to halt time momentarily around you to speak with your allies.

As a reaction, you can beseech the game master to freeze time for one minute. During this period, you may choose any number of creatures who can move and speak at will, regardless of any status conditions they may have. This ability may also affect creatures who have died. All creatures affected by this feature appear ghostly and translucent, as if they were on the astral plane. A creature may not interact with any other creatures or objects during the duration of this feature and return to their original position when the time ends. 

Rule of Cool

6th-level Meta Domain feature

Through intense focus, training, and dedication, you’ve harnessed the techniques of rapid spellcasting. You may cast spells of 1st level or higher with both your action and bonus action on the same turn, however, if you cast two or more spells in a single turn, only one of them can be 3rd level or higher.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Writer's Strike

8th-level Meta Domain feature

You are blessed with surreal might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal an additional 1d8 damage of that type to that creature. You may instead choose to change all of the damage to force damage. Once you deal this damage, you can’t use this feature again until the start of your next turn.

Fudged Rolls

17th-level Meta Domain feature

At this point the Game Master has stopped caring enough to keep an eye on your shenanigans and has instead opted to grant you an allowance of metagaming to get you off their back. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

You can use this 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.

Previous Versions

Name Date Modified Views Adds Version Actions
10/23/2023 7:55:38 AM
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