Base Class: Cleric
Normally Clerics gain their ability to cast spells from their God. In this domain their God taught them the power of their own soul and how to harness it into spell power. Since it is difficult to control and access a soul's power, the God is still needed to keep them in check or else calamity could ensue.
Soul Domain Spells
|
Cleric Level |
Spells |
|
1st |
Cause Fear, Hunter’s Mark, |
|
3rd |
Hold Person, Enhance Ability |
|
5th |
Counterspell, Slow |
|
7th |
Locate Creature, Conjure Minor Elementals |
|
9th |
Dominate Person, Modify Memory |
Soul's Element
Beginning at 1st Level, you can attune your soul to an element. The elements being Fire, Cold, Necrotic, Radiant, Thunder, Psychic, Lightning. You can attune to one element during a long rest. It takes a lot out of you requiring you to rest and recover after you attune to an element. Attuning to an element gives you resistance to that damage type, as well as giving additional damage of that type in your attacks including spells. That damage being equal to your Wisdom Modifier minimum of 1. You can only be attuned to one element at a time but can change which element on a Long Rest.
Bonus Proficiency
Also at 1st level, you gain proficiency in Wisdom (Insight). If you are already proficient in Wisdom (Insight), you now have expertise in Wisdom (Insight) meaning you add double your proficiency modifier to Wisdom (Insight) rolls.
Channel Divinity: Soul Control
Starting at 2nd level, you can use your Channel Divinity to control a creature of your choice within 30 ft. of you that you can see.
As an Action, you can control a creature's soul. The creature must succeed a Wisdom Saving Throw against your Spell Save DC. On a failure, this creature does what you want it to do. It is completely conscious while it is being forced to do what you want to do. As a Bonus Action on your turn you can move it up to its normal speed or have it make an action, whether it be a Spell, an Attack, or another type of Action. This lasts for one minute. The effected creature can make a Wisdom Saving Throw at the beginning of its turn to break the effect. Once the effect is broken the creature can't be controlled again for 24 Hours. If the save is failed, the creature doesn't do anything on its turn.
Soul Enchanting
Starting at 6th level, you can enchant a number of creatures, that you can see, equal to your Wisdom modifier (minimum of 1) with your attuned element. Allowing them a bonus to their Damage rolls. That bonus being damage equal to your Wisdom Modifier (Minimum of 1). This counts for spells and physical attacks. It takes 1 Minute to enchant these creatures and it lasts for 1 Hour.
Soul Strike
At 8th level, you gain the ability to infuse your Spells and Attacks. 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 damage, the damage is based on your attuned element. When you reach 14th level, the extra damage increases to 2d8.
Soul Explosion
At 17th level, you gain the ability gather your soul's energy and unleash it as an explosion of your attuned element. As an action, you make an explosion with a range of 30 ft. Every creature within range makes a Dexterity Saving Throw or take 8d10 Damage of your attuned element. On a Success, the creature takes half damage. Once you use this feature you can't use it again until a Long Rest.
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Posted May 2, 2019I have a question since i'm using your custom Domain.
Don't you think that Soul enchanting is really strong right now ? (My cleric is at 22 Wisdom and the +6 damage to every attack or all spells, AoE or even multiple instance of damage at every turn of every memeber of my party is a really big damage boost.)
I was wondering if it could be more balanced to have less damage bonus, or less targets, or not infinit uses of this capacity maybe ? :)
Thanks for the domain anyway !