Base Class: Cleric
The Gods have always required mortals to channel their will onto the mortal plane. You have no need of gods. Clerics of this domain often live as exiles or worshippers betrayed by their deity and seek to either undermine or overcome their former patron. Your faith comes from within, something that holds great value to you and gives you strength in dark times.
Alternatively, you could be a worshipper of primal forces of nature or the land in which you were born, rather than a divine presence you reach out to the very essence of the multiverse and channel it to heal your allies or vanquish your enemies. Some say you are selfish, but you understand that in some cases mortals must take their fate into their own hands.
Clerics of this domain do not use a particular holy symbol to represent their faith and you may choose to instead use a more specific item to channel your spells through. Such as a small simple iron pendant that hangs as a necklace around their neck, a staff you’ve carved and carried for years or a trinket with great sentimental value to you or your family.
(Note: This domain can be used in a similar vein as the Oathbreaker, if a Player has forsaken their deity or would prefer to play a cleric without wanting to assign to a specific Cleric Domain or worship a certain deity when creating the character. Work with your DM to help create your character’s backstory and any unique ways it can fit in the world.)
Wanderers Talent
At 1st level you learn one additional cantrip from any class spell list. You also gain proficiency with any artisans tool of your choice as well as proficiency in Martial Weapons.
Veil of Sight
Also at 1st level, you can imbue yourself or an ally with a sliver of foresight, able to spot incoming attacks or foes. As an action you can grant either you or an ally a +1 bonus to your armour class as well as advantage on initiative rolls as your senses become slightly heightened.
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.
Channel Divinity: Fate Breaker
Starting at 2nd level you gain the ability to manipulate the world around you to protect your allies.
As a reaction when a creature you can see within 30ft of you makes a saving throw you can choose to allow that creature to roll and additional time before knowing if the roll was a success. If the roll was made with Advantage or Disadvantage the ability has no effect.
Unbroken Focus
At 6th level your self-reliance keeps you more focused during battle. When you make a Constitution Saving Throw to maintain concentration on a spell you add your proficiency bonus to the roll.
Divine Strike
At 8th level you gain the ability to infuse your weapon strikes with the pure energy of the multiverse. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Fateless One
At 17th level your faith in yourself and the acceptance of mortality allows you to surpass the expectations of the gods. At the end of a long rest you can choose to gain immunity to either Radiant or Necrotic damage. In addition, any spell you cast that deals either Necrotic or Radiant damage, depending on which you chose to gain immunity to, you deal damage equal to your Wisdom Modifier.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/24/2020 7:33:35 PM
|
16
|
5
|
--
|
Coming Soon
|
Comments