Cleric
Base Class: Cleric

Clerics of this faith have, in some way, lost their ability to speak. This would usually mean that they can no longer speak prayers to their deity thus making it impossible to use their class features and cast spells, but there are many clerics who will refuse to give up and so these clerics devote themselves to the Domain of the Tongueless.

Clerics of this subclass gain the ability to ignore the vocal requirement of their spells and cleric abilities, but in a slightly weaker way.

Any god can be represented by this domain, but it may be more fitting to have a Deity that represents mercy, forgiveness, or tenacity.  Although a Deity that represents revenge, pain, or loss may also fit this Domain as well.

Domain Spells

When you gain levels in the Domain of the Silent, you gain spells according the list below:

1st level - Guiding Bolt | Silent Image

3rd level - Shatter | Silence

5th level - Counterspell | Tongues

7th level - Divination | Guardian of Faith

9th level - Telepathic Bond | Mislead

Silent Devotion

Starting at 1st level, your domain allows you to ignore the vocal component when you cast spells and you do not need to speak to use any cleric class abilities, but your abilities and spells are not as strong as others'. When you cast a spell that has a vocal component the spells effects are halved. Damage from damaging spells are halved, healing from healing spells is halved, and if the spell does not damage or heal others then its duration is halved. If the spell does not damage or heal and has a duration of instantaneous and no other duration then any other requirements that spell lists is halved (i.e. the maximum number of years for True Resurrection to work is 100 instead of the normal 200). If a spell cast in this way has any other secondary effects (like how guiding bolt deals damage and gives advantage against its target) then only the initial effect is halved.

When you use your Turn Undead channel divinity the range for the ability is halved.

Divine Intervention's delay between the next use after a success is doubled.

Destroy Undead is not affected by this feature.

Channel Divinity: Let the Devout be Heard

Starting at 2nd level you are able to use your channel divinity to regain your voice through your deity.

You use an action to pray to your god and they will answer your pleas by giving you the ability to speak with them. For one minute, when you speak in this way your voice does not come from your mouth, but emanates from you. Also, instead of just your voice emanating from you, the voice of your chosen deity speaks with you repeating everything you say. While this effect is active you are able to perform the verbal components for your spells as normal and they do not have the penalty from your Silent Devotion feature, and you ignore any spells and effects that would not allow you to speak or perform the verbal components of spells and your new voice will always be heard (i.e. you may speak normally in spells like silence and even if you are within the range of the spell your ability to produce sound through your voice is not affected).

At 14th level, your bond with your deity has grown and your connection with them is strengthened while channeling with them. While your deity is giving you your voice the cleric spells you cast become more potent, the damage you deal and the amount you heal with your cleric spells is increased by an amount equal to your Wisdom modifier.

Dread the Silence

Starting at 6th level you can attempt to take away others' voices temporarily, possibly frightening them.

You may use your action to attempt to frighten a number of creatures equal to your Wisdom modifier (minimum of 1) within 30 feet of you. The affected creatures must succeed on a charisma saving throw versus your spell save DC or have their voices taken away from them and become Frightened of you for one minute. The creatures can only repeat the saving throw at the end of their turns, if they are still within range of you they roll their saving throws at disadvantage. If they fail the initial saving throw, but eventually pass a subsequent saving throw then they do not regain the ability to speak until the duration of this feature ends.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

Higher Calling

Starting at 8th level, you pleas to the gods are answered and though your spells are not quite what they could have been, you are able to push forward and better use the talents your deity has rewarded you.

If you cast a spell using a spell slot that is higher than the base level of the spell the spell will be cast normally as though it were cast using a spell slot that is one level lower (i.e. If you cast cure wounds at 1st level then the spell will be cast at first level then the amount healed will be halved, but if you cast cure wounds at second level then the spell will be cast as though it were cast at 1st level, but the amount healed will not be halved. And if you cast it using a third level spell slot the spell will be cast as though it was cast using a second level spell slot and it will heal normally. And so on.)

Channel Affinity

At 17th level, your connection with your deity has become closer than any other could achieve.

When you use a Channel Divinity ability, you can expend multiple uses to increase their effects.

When you use your Let the Devout be Heard ability, the duration of the ability as well as the damage and healing you do is multipied by an amount equal to the number of Channel Divinity uses you used.

When you use your Turn Undead ability, the duration of the ability and the CR your Destroy Undead feature is multiplied by and amount equal to the number of Channel Divinity uses you used.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2019 1:04:20 AM
14
0
1
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes