Base Class: Cleric
Clerics of the Far Domain embrace ancient deities, old gods that have existed for eons past and will continue to exist eons after, deities that humanity has so carelessly forgotten about.
Your god may be thought to be dead, but you know better, you know that everything known by humanity is not the all-encompassing truth. Your deity knows what this truth is, and you follow them with awe, worship, sacrifice and reverence, spreading its divine power and your enlightened ability to comprehend the incomprehensible eldritch truth that rules our reality.
Perhaps you were taken into a small and secret religion when you were a child, and have adopted their ways of worship. Others have called it a cult, but you know better than to listen to the unenlightened. Alternatively, maybe your dreams have always been lucid and filled with whispers of power, of endless worlds spread below you, of incomprehensible yet possible strange magics, and you wanted it all.
Whatever the case may be, gods of the Far Domain aren’t cut from the same cloth as other deities: the common people may have heard of your worship before, in hushed and frightened whispers of Cthulhu, Hadar or Bolothamogg. But you, unlike other clerics, know this is a misconception, and you will show the world the truth.
Domain Spells
You gain domain spells at the cleric levels listed in the Far Domain Spells table. See the Divine Domain class feature for how domain spells work.
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Cleric Level |
Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Wisdom of the Elders
Beginning when you first choose this domain at 1st level, your mind has been touched by the knowledge of the elders. Your thoughts can’t be read unless you allow it and you gain resistance to psychic damage.
In addition, if someone attempts to read your thoughts or to inflict the charmed condition on you, you can use your reaction and force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, they take psychic damage equal to your cleric level + your Wisdom modifier and become frightened of you until the end of your next turn, taking half as much damage on a successful save. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Aberrant Secret
Also at 1st level, you learn one cantrip from the warlock spell list. This cantrip counts as a cleric spell for you, but it doesn’t count against your number of cantrips known.
Channel Divinity: Rift to the Old Gods
Starting at 2nd level, as an action, you can present your holy symbol and choose an unoccupied space within 60 feet of you, expending your Channel Divinity. You open a gate to your deity’s paradisiacal domain, a rift in space to a hole of black energy and slithery tendrils. When you do, choose one of the following options for your rift to do:
- The tendrils lash out at everything around them, forcing each creature within 10 feet of the rift to succeed on a Constitution saving throw against your spell save DC, or take bludgeoning damage equal to half your cleric level and be pulled up to 5 feet to the centre of the rift, only taking half as much damage on a successful save.
- The tendrils lash out at a nearby foe, forcing one creature of your choice within 20 feet of the rift to succeed on a Dexterity saving throw against your spell save DC, or take bludgeoning damage equal to 1d8 + half your cleric level and be pulled up to 15 feet closer to the rift, only taking half as much damage on a successful save.
- The tendrils pull an allied creature within 30 feet of the rift to safety, pulling it up to 30 feet closer to the rift without provoking opportunity attacks.
If a creature takes damage from this Channel Divinity, it must succeed on a Wisdom saving throw against your spell save DC, or become frightened of you for up to 1 minute. They can repeat the saving throw at the end of their turn.
Shell of Enlightenment
When you reach 6th level, you can harness more powerful aspects of your god’s magic. As an action, you can choose a creature you can see within 30 feet of you.
If you choose yourself, you become wrapped in a mantle of your deity’s majesty, as tentacles, darkness and raw magic pulse from you. For up to 10 minutes, you gain the ability to read all languages, you become affected by the levitate without requiring concentration, and once per turn when you deal damage to a creature with a spell, that creature’s speed is reduced by 10 feet until the beginning of your next turn.
If you choose an allied creature, your presence has made them more accepting of your god’s majesty, but not enough to be safe from it. For up to 1 minute, they gain the same benefits as you, except that at the end of their turn, they must succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to twice your cleric level.
If you choose a hostile creature, unless they are deeply familiar with your deity (DM’s discretion), the shell of enlightenment granted by your deity falls on deaf ears that aren’t ready for it. The creature must succeed on a Charisma saving throw against your spell save DC, or become stunned and immune to all damage for up to 1 minute, as tentacles entomb them. At the end of their turn, they can reattempt the saving throw to try and escape.
You can choose to end this feature early at any time (no action required), and you can use this feature once, regaining the ability to use it again when you finish a short or long rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. If you would deal damage with a cantrip more than once, the bonus damage only applies to one of the rolls.
Power From Beyond
Starting at 17th level, your deity has granted you the power of strange and different worlds. You gain the following features:
Whispers of the Elders. Your god speaks to your foes, showing them the majesty it has shown you. Your Rift to the Old Gods feature deals an additional 2d10 psychic damage.
Unending Majesty. You’ve learnt to harness the power of your god, older than everything who shall still be here after everything. Once you activate your Rift to the Old Gods feature with your action, the Rift doesn’t fully close. You may activate it once more on a subsequent turn, as a bonus action within the next minute. Afterwards, the feature ends.
Mantle of Paradise. The power of your deity flares in all its majesty when you use its power. Whenever you use your Rift to the Old Gods or Shell of Enlightenment features, you become warped by tentacles and eldritch power: until the beginning of your next turn, you gain a flying speed equal to your walking speed, you gain temporary hit points equal to twice your cleric level, which vanish when this feature ends; and if you’re attacked, you can use your reaction to teleport up to 30 feet to an unoccupied space and cause the creature to become frightened until the end of your next turn.
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