Cleric
Base Class: Cleric

You have become a cleric devoted to the mightiest spirit god of forest and fey- Risu Geist. Risu Geist has many names. He is known as Long-tooth, Legion, Emperor of Risu-Mori, Gatherer of Feasts, Archon of the Acorn, Divine Debauchee,  Herald of Hedonism, The Profane Hierophant, and He of the Most Bountiful Nuts-but to his enemies he is simply known as the Chittering Doom.

Like many, you came to follow this path by taking the road less travelled. Maybe others deemed you odd, strange, or crazy. You might even have been an outcast. Fear not. You now have a place to belong. Risu Geist favors those rejected by society. Perhaps, you were blessed with the calling after meeting one of his divine messengers. Perhaps, you were struck with the great revelation of his divine majesty after hearing the good news from a cleric of the faith. Perhaps, Risu Geist gifted you enlightenment after many years of isolated meditation. Or perhaps, as it most commonly happens, you were gifted with divine inspiration after receiving a severe head injury. If you fall under this category-skip to chapter 3 of the good book. 

Chapter 3- So, you were walking through the forest one day...and out of know where you were struck by a massive falling acorn? Worry not. The acorn was an instrument of his will. Yes, memory loss, change in personality/mood, or psychosis may have earned you the ire of your fellow townspeople. But remember-You are blessed! You an avatar of his will! You are not crazy at all! It is everyone else that is crazy for not openly embracing his furry touch!

Risu Geist promises paradise in the afterlife to all of his faithful! When the Faithful die he gathers their souls up within his furry paws and carries them to the divine forest of Risu-Mori. In the divine forest you will find endlessly flowing wine, Hearty Feasts, and a great buffet table filled with of uppers, downers, and hallucinogens- also of course, the endless bounty of the forest awaits you! After imbibing libations, succulents, treats, and narcotics all will welcomed to join the great Orgy of Stick and Fur! Stick shall meld with fur and stick with stick and fur with fur in an endless cacophony of divine ecstasy! For all eternity.

Risu Geist only asks little from his faithful in exchange for this generous bounty. Take care of the forests. Respect and obey the holy messengers and Heralds of his divine will. Spread the good news of his divine perfection far and wide to all that will listen. Build shrines and churches dedicated to him. Lastly, of course, find and smite any and ALL heretics that would interfere with his great and holy works.

Go now brother! Spread his holy word as to as many as you can as fast as you can. For the end is nigh. The Great Rabid Rising is soon at hand. Sinners and Heretics shall be afflicted by foaming mouths, madness, and a fear of water so great they shall die horribly of dehydration. Go now brother! Save as many as you can from the horrors of the apocalypse!

 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency and expertise with the Nature skill. You also gain proficiency in the Animal Handling skill.

Follow the Mandate and Purge the Heretics

When you take this domain, you learn the Primal Savagery Cantrip. It is Risu Geist's preferred method for dealing with the apostate rabble. Risu Geist has also gifted you with one of his emissaries (Squirrel CR/0). You must follow the the will of the emissary to prove your loyalty to the faith.

Nut Domain spells

You learn the following spells at the following levels

1. Speak with Animals, Bless

2. Spiritual Weapon, Spiked Growth

3. Tongues, Conjure animals

4. Confusion, Polymorph

5. Contagion, Destructive Wave

Channel Divinity: Summon Divine Instrument

As an action, You can summon the Divine Instrument of Risu Geist. You summon three large acorns wreathed in holy energy.  As part of the summoning action on the same turn you hurl the acorns at your intended targets. The acorns can be hurled at a single  target you choose or split between several targets of your choice. The acorns have a range of 60ft. When an Acorn strikes a target it does 1d4+1 force damage or 1d4+1 healing. It is your choice. 

When you reach the following levels in this class (3rd, 7th, 9th, 11th,15th, and 20th levels) you gain an additional acorn when you use this ability.  In effect, the ability is meant to be similar to the spell magic missile  The difference being that the range is shorter but you also have the choice to heal others with it. for the sake of balance, it maxes out at 9 Acorns (missiles) at level 20. 

Call a Crusade

You can summon a swarm of Rabid Squirrels to a point within 30ft. Roll initiative for the Rabid squirrels as they have their own turn.  Use the same stats as the poisonous snake swarm. Replace the swimming speed with an equal climbing speed. The swarm is friendly to you and your allies. The swarm obeys your verbal commands (no required action bonus action to command them). If you issue no commands the swarm will simply remain in place and do nothing accept defend itself. The swarm remains for 1 minute unless you call an end to the crusade early. You cannot call another crusade until you have had a long rest. 

Beware, calling a crusade is no minor act. The knight's of the Rabid Table are serious about their business. If the the crusade is ended early, there are no enemies present, or the swarm is commanded to do tasks other than combat- it could lead to serious consequences for the summoner. The good book speaks of misguided heroes calling crusades for the wrong reasons. In most cases is usually ends the same...with the summoner being put on trial for apostacy and then summarily burned at the stake for his or her crimes. So be wary, only call for the crusade when the need is great.

If the crusade is ended early, arrives when no enemies are present, is commanded to do non-combat tasks, or is ordered to commit dishonorable or duplicitous acts Roll a D100 and consult the following table:

1-50  You may receive a censure from your direct superiors within the church. Unless you can prove mitigating or justifiable circumstances demotion in rank is possible.

51-90 You will most likely be charged with crimes against the church for calling a false crusade. A Messenger will arrive with the details and date of your trial in front of the ecclesiastical council. You will be provided with an advocate.

90-100 Your violation of church doctrine, gross negligence, and dishonorable conduct have left the church no choice but to brand you a apostate. You will be hunted by church wherever you go until the end of your days (which usually occurs when they burn you at the stake). Your only recourse is to repent and throw yourself upon the mercy of the church. Or run. Forever.

These are just some of the possible consequences for misusing and/or abusing your ability to call for a crusade. Consult your DM for other possible outcomes related to this offense and other violations of church doctrine. 

 

 

Blessed Strikes

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

The End is Nigh!

unkown

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