Cleric
Base Class: Cleric

The Amber Domain represents a devotion to correcting the mistakes of others that keep them awake at night. Adherents of Amber believe they can right many wrongs of history, both in the past and future. Clerics of Amber do not worship a deity, and instead spend their time studying and reflecting on cause and effect. They steel themselves against the effects and possess the wisdom to foresee the consequences of their actions. In this manner, they serve as an invaluable buttress, holding together a chaotic stream of time.

Domain Spells

1st-level Amber Domain feature

You gain domain spells at the cleric levels listed in the Amber Domain Spells table. See the Divine Domain class feature for how domain spells work.

Peace Domain Spells
Cleric Level Spells

1st

expeditious retreat, feather fall

3rd

hold person, misty step

5th

haste, slow

7th

freedom of movement, dimension door

9th

hold monster, [Tooltip Not Found]

Oracle

1st-level Amber Domain feature

You gain proficiency in the History skill and learn the Guidance cantrip.

Vigilance

1st-level Amber Domain feature

You have slain countless foes and are ever watchful for ambushes and cunning enemies. You add your Wisdom modifier to your Initiative rolls. 

At the start of your turn, you may immediately lower your initiative roll so as to take your entire turn later in the turn order. Your initiative returns to its original total at the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Alacrity

 2nd-level Amber Domain feature

You can use your Channel Divinity to warp time around a creature you can see. As an action, the target creature's movement speed is doubled, it gains advantage on Dexterity saving throws, and its AC is increased by two until the end of your next turn. Additionally, it gains an additional action on its next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or [Tooltip Not Found].

Zeal

6th-level Amber Domain feature

The bond you forge with your allies crosses time and space. When a creature is affected by your Alacrity feature, it warps time around all creatures of your choice within 10 feet of it. They benefit from Alacrity's effects, but only gain an additional action on their next turn if their turn occurs before the end of your next turn.

Temporal Shunt

8th-level Amber Domain feature

When you deal damage to a creature with a cleric cantrip, you may add or subtract up to your Wisdom modifier from its initiative score.

Incorruptibility

17th-level Amber Domain feature

Starting at 17th level, you gain the following benefits:

  • You do not age, and you cannot be aged magically.
  • Upon death, your body will not decompose. You cannot be turned into an undead creature against your will.
  • You are immune to curses.
  • You, and your body, are immune to any negative effects from the Hallow spell, or Desecration effects.

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