Base Class: Cleric
Change happens over time regardless of whether it is wanted or not. Clerics of the Evolution Domain focus on the change of all things for better or for worse in the hopes that they reach the pinnacle of perfection and then push even further. Most of the time evolution is calculated through years of adaptation and change, but sometimes it's chaotic and unpredictable. Those who can't adapt perish and those who can flourish and thrive
Domain Spells
Cleric Level Spells
1st Absorb Elements, Chaos Bolt
3rd Alter Self, Enhance Ability
5th Hunger of Hadar, Hypnotic Pattern
7th Evard’s Black Tentacles, Polymorph
9th Awaken, Enervation
Aspirant of Change
1st-level Evolution Domain feature
You learn one warlock cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Arcana, Nature, or Survival.
Skill Adaptation
1st-level Evolution Domain feature
You can slightly change things about others simply by touching them. As an action, you can touch a willing or unsuspecting creature and for 1 hour that creature loses proficiency in a skill it has and gain a proficiency in a skill it doesn't. Its proficiency bonus is doubled for any ability check it makes that uses the new skill. If the creature is unwilling or unsuspecting of what you are attempting to do it must pass a Wisdom saving throw against your spell save DC; if it succeeds on the save it realizes you are attempting to do something to it. If you change the skills of a second creature, the first creature's skill proficiencies returns to normal.
Channel Divinity: Vivarium
2nd-level Evolution Domain feature
You can use your Channel Divinity to summon spirits embodying change in the shape of butterflies to help you.
As an action, you can summon a number of near-transparent glowing butterflies equal to your proficiency bonus that flutter around you for 1 hour. During that time you can use a bonus action to see through one of your spirits' eyes. You can use your action on your turn to move the spirits 15 feet in any direction, but if they get further than 100 feet away from you they disappear. As a free action, you can have one or all of your spirits emit a dim light in a 5-foot radius or if they're all centered on you, emit bright light in a 5-foot radius and dim light for an additional 10 feet. Each spirit has 1 hit point and can be the target of an attack. A solid barrier blocks the spirits' movement, but they can pass through an opening as small as 3 inches in diameter. If one of your spirits is fluttering around you you can use a bonus action to turn it into a projectile that seeks out a creature you can see within 30 feet of you. On impact, it creates a small explosion of magical energy dealing damage equal to your Wisdom modifier (minimum of 1) in force damage.
Imperiled Metamorphosis
6th-level Evolution Domain feature
When a creature you can see within 60 feet of you is hit by an attack or targeted by a spell that requires a saving throw you can use a reaction to roll a d10. That creature gains immunity to the damage type you rolled on the table below for that attack:
1 • Force 6 • Fire
2 • Radiant 7 • Lightning
3 • Acid 8 • Poison
4 • Thunder 9 • Necrotic
5 • Cold 10 • Psychic
If the damage type you rolled isn't the type the creature will take, the next attack it makes that hits an enemy deals 1d8 additional damage of the type you rolled.
Potent Spellcasting
8th-level Evolution Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Forced Evolution
17th-level Evolution Domain feature
You attempt to forcefully twist and change a creature's mind and body into something different. As an action, choose a creature that you can see within 30 feet, that creature must make a Constitution saving throw or be subtly changed. If it fails the save, you can swap one ability score of the creature with another, it's saving throw proficiencies don't change but it can increase or decrease the bonus for the save depending on if the swapped number is higher or lower. If you swap a creature's Constitution, the creature's maximum hit points remain the same. If you swap a creature's Dexterity and it has 'natural armor', the creature's Armor Class remains the same. Once you successfully use this feature, you can’t use it again until you finish a short or long rest.
Previous Versions
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1/17/2021 12:22:06 AM
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Posted Jan 17, 2021Good idea, needs more time in the genetic gene pool.