Cleric
Base Class: Cleric

Some clerics are chosen to perform special tasks on behalf of their church. These covert missions include spying upon others, recovering sacred items, rescuing important personnel, or diverting agents of evil. These clerics are known as Divine Seekers and are either chosen by their deity, or prey in order to receive special boons that will aid them in their work. Chosen clerics gain abilities that allow them to go where they need unseen, and remain steadfast no matter what impedes them.

Seeker’s Domain Features

Cleric Level Feature
1st  Domain Spells, Bonus Proficiencies, Shadowy Dodge
2nd  Channel Divinity: Sacred Protection
6th  Exclusion Zone
8th  Divine Strike (1d8)
14th  Divine Strike (2d8)
17th  Unbreakable Resolve

Domain Spells

1st-level Seeker’s Domain feature

You gain domain spells at the cleric levels listed in the Seeker’s Domain Spells table. See the Divine Domain class feature for how domain spells work.

Seeker’s Domain Spells

Bonus Proficiencies

1st-level Seeker’s Domain feature

You gain proficiency with thieve’s tools. You also gain proficiency in the Investigation and Stealth skills.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Shadowy Dodge

1st-level Seeker’s Domain feature

You learn to act in the shadows and take advantage of the opportunities they present. When you are in dim light or darkness, you can take a bonus action on each of your turns. This action can only be used to take the Disengage, Dodge, or Hide action.

Channel Divinity: Sacred Protection

2nd-level Seeker’s Domain feature

You can use your Channel Divinity to protect yourself from harm or magical effects.

When you are subject to an affect that requires you to make a saving throw, you can use your reaction to gain a bonus to the roll equal to your Wisdom modifier (minimum 1). If the saving throw would allow you to take only half damage from the effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You make use this reaction after you roll, but before the outcome is determined.

Exclusion Zone

6th-level Seeker’s Domain feature

You can invoke a symbol of protection to ward an area against other creatures and attacks As an action you can create an invisible barrier in a 30-foot radius centred on you that lasts for 1 minute. When a creature other than you moves, attacks, or casts a spell through the barrier, it must first make a Wisdom saving throw. On a failed save, the creature must choose a new location or target on the same side of the barrier as the creature, otherwise it looses its movement, attack or spell. Area effects that originate from a point on one side of the barrier, such as the explosion of a fireball, can still pass through it. When a creature succeeds on the saving throw, it becomes immune to the effect of your Exclusion Zone for the next 24 hours.

If you make an attack, cast a spell that affects an enemy, or deal damage to another creature, this effect ends.

Once you use this feature, you can’t use it again until you finish a long rest.

Divine Strike

8th-level Seeker’s Domain feature

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Unbreakable Resolve

17th-level Seeker’s Domain feature

Your faith allows you to persevere through almost anything, even when your chances seem slim. When you are reduced to 0 hit points and are not killed outright, you can choose to regain hit points equal to 3d6 + your Wisdom modifier (minimum 1 hit point). Additionally, if you are in dim light or darkness when you use this feature, you can use your reaction to take the Disengage, Dodge, or Hide action. Once you use this ability, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes