Cleric
Base Class: Cleric

"What about you?!"

"Oh, don't worry."

"Don't say doors."

"I have very strong doors."

-FTL: Use the Doors by Door Monster

"Right outside those doors is space, Luke, so really, when you think about it, whoever controls the doors controls space."

-Also FTL: Use the Doors by Door Monster

The Door Domain is concerned with the dangerous might held by doors. Doors have long been the enemies of adventurers. Countless parties have failed to prove themselves stronger than a good, solid, mahogany door. Deities such as the Traveler,  Cyrrollalee, and Dalt who are vaguely or less vaguely door related can grant the Door Domain to their followers. Clerics of these deities seek to harness the powers of the doors and make use of the doors in order to benefit themselves and their allies.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and woodcarver's tools.

Violent Doors

Also starting at 1st level, you learn the thaumaturgy cantrip and it does not count against your number of cantrips. When you cast thaumaturgy to open a door you can cause any creatures within 5 feet of that door to make a dexterity saving throw  against your spell save DC or take 1d6 magical bludgeoning damage and be knocked prone. This effect does not effect a creature two size categories or more larger than the door.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Channel Divinity: Gate of Egress

Starting at 2nd level, you can use your Channel Divinity to travel back to a location you recently visited.

As an action, you can use Channel Divinity and present your holy symbol to cause any door within 5 feet to link to another doorway you have passed through within the past 24 hours. This effect lasts for a number of minutes equal to your wisdom modifier(minimum of 1). You can't use this feature if the door has been destroyed since then.

Shield of Mahogony

Starting at 6th level, you learn how to harness the hardiness of doors. When you, a creature, or a structure within 30 feet of you takes slashing, piercing, bludgeoning, or force damage you can use your reaction to grant resistance to the creature or structure against that instance of the damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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.

He Who Controls the Doors

Starting at 17th level, you can take a minute to manipulate any doors within 1000 feet of you. Using this manipulation you can cause the following changes to effect any number of doors or walls within range.

  • A door leads to a specific other door of your choice.
  • A door leads to any of a set list of random doors.
  • A door ceases to lead anywhere(this effect can be applied to only one side).
  • A door leads to an endless empty void.
  • The area on the other side of a door is obscured in a manner of your choosing.
  • A door entirely disappears.
  • A door appears on a previously empty location on a wall(Any other effects can then be applied).

These effects last for 1 hour. You regain use of this feature whenever you complete a short or long rest.

Previous Versions

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3/13/2020 3:35:11 AM
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3/25/2020 4:47:45 AM
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