Cleric
Base Class: Cleric

Spoke Ezra, “Such is My role in the Grand Scheme. So must it be.”
And with these words did Ezra become Our Guardian in the Mists.

- The First Book of Ezra, verse 22-23

This unusual class of clerics exists only in the Domains of Dread. Their mystical abilities stem from an unknown source, perhaps the dark powers themselves, or perhaps something else.  Whatever their source, however, these characters lose all magical abilities if they somehow leave the Land of the Mists.

The Mists Domain is unique to the anchorites that serve the Church of Ezra. While all branches of the church see Ezra, Our Guardian in the Mists, in more or less the same way (as a defender, healer, and protector of Her followers), specific practices and beliefs differ greatly.  Each of these has its own objectives and methods, although they all recognize the authority of the central church, the Great Cathedral, which is located in Levkarest. These divisions correspond roughly to the alignments of the members and are as follows:

  • Home Faith: the Lawful Neutral First Sect of Ezra in Levkarest, Borca.
  • Pure Hearts: the Lawful Good Second Sect of Ezra in Mordentshire, Mordent.
  • Erudites: the True Neutral Third Sect of Ezra in Port-a-Lucine, Dementlieu.
  • Zealot's: the Lawful Evil Fourth Sect of Ezra in Nevuchar Springs, Darkon.

Ezra's clergy, regardless of position in church hierarchy, are called anchorites. Anchorites act as guardians and healers, serving as personal emissaries of their Goddess. They pray for their spells at sunrise. Once every fifth day, at noon, services consisting of hymns and sermons are held to renew Ezra’s vows of protection over Her congregation. Layfolk who do not attend services for longer than five days risk stepping beyond Ezra’s spiritual reach until they return. When attending services, lay worshipers are expected to dress entirely in white, while clergy don ceremonial robes of green with white trim, the wider the visible trim, the higher the anchorite’s position within the church.

Due to their religion’s history of spiritual epiphanies, anchorites place great stock in predestination and divination. Others focus on the unusual preponderance of the number five throughout Ezra’s religious writs and so study numerology. Despite their arguments over the exact nature of the Grand Scheme, all anchorites agree on Ezra’s role in that plan: She is a healer and a guardian, humanity’s lone compassionate protector. Unfortunately, the Mists of Death sharply limit Her influence. Unlike the gods of other worlds, Ezra has never manifested an avatar, nor does She ever grant miracles to any poor soul in need; the gift of Ezra’s magic flows into Her anchorites exclusively. It is then Her anchorites’ most solemn duty to extend these blessings to the rest of the world, watching over the faithful as Ezra watches over them. Anchorites are sworn to use their gifts to heal the sick, protect the weak, and in general improve the lives of the faithful.

Part of the anchorite’s role as Ezra’s proxy requires that they actively oppose the Legions of the Night, the Church’s name for forces of evil, regardless of their form. At the same time the Church must add souls to the ranks of Ezra’s congregation; it is commonly accepted that Ezra can only “save” the faithful. Exactly what this “salvation” entails differs slightly from sect to sect, although all anchorites agree that it refers to both physical protection in this life and spiritual protection after death.

Ezra's symbol is a silver longsword superimposed on an alabaster kite shield and adorned with a sprig of belladonna. In church iconography, Ezra is depicted as a statuesque figure, with flawless skin and inky black eyes and hair.

Domain Spells

1st-level Mists Domain feature

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

Mist Domain Spells
Cleric Level Spells

1st

fog cloud, silent image

3rd

misty step, invisibility

5th

slow, gaseous form

7th

banishment, confusion

9th

wall of force, teleportation circle

Bonus Proficiencies

1st-level Mists Domain feature

You gain proficiency with martial weapons and heavy armor.

Although clerics in general can wear virtually any type of armor, anchorites wear only metal armor, or none at all.  Lighter forms of armor do not support the accepted image of Ezra and anchorites as protectors and defenders of the people.  Those who opt to travel without armor are showing their faith in Ezra's protection, while those who garb themselves in steel are setting an example for others.

When it comes to weapons, however, there are some differences among the clergy.  The Home Faith, and Pure Hearts favor longswords, referred to as Ezra's Blade, and shields. Erudites will wield any single-handed bladed weapon and a shield. While Zealots will use any single-handed weapon and a shield, but must always carry a weapon.

The Eye of Ezra

1st-level Mists Domain feature

You can magically see through the thickest mists. Your vision is not hindered by patchy or opaque fog such as that created by natural weather effects, the fog cloud spell, or other similar effects.

As an action, you can magically share this sight with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared sight lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

In addition, you learn the Mage Hand cantrip, which doesn’t count against the number of cleric cantrips you know, and you can cast and control it as a bonus action. Instead of a spectral hand it takes on the form of mist, and other creatures have disadvantage on Wisdom (Perception) checks to notice it.

Mist Walking

1st-level Mists Domain feature

You do not need a Mist Talisman to divine your way through the Mists. You can travel through the Mists from any domain to any other domain that is linked to it. The Dungeon Master makes this choice.

At 5th level, you can guide others through the Mists to any domain that you have visited in 2d8 hours of travel. Any creatures that willingly follow you through the Mists also reach the same destination.

At 11th level, you gain the ability to cast the Wind Walk spell.  When you do so, you and those you guide through the Mists arrive at their destination in 2d4 hours of travel.

At 17th level, you can use a Mist Talisman as the focus for your Teleportation Circle spell. Once every 5 days you can hold the talisman and, with the Teleportation Circle spell, travel to its domain of origin in one hour. Instead of drawing a circle on the ground you step into a pocket of Mist, and any creatures within 10 feet of you that willingly follow you through the Mist reach the same destination. You are unable to direct where you arrive in the domain, but is generally somewhere safe.

Your Mist Walking ability does not permit you to enter or exit a domain whose borders have been closed.  Should you attempt to leave a closed domain, the lord of that realm is instantly made aware someone has attempted to escape from them.  Further, you know, they can sense the exact location in which this challenge to their authority was made.

Channel Divinity: The Grand Scheme

2nd-level Mists Domain feature

You can use your Channel Divinity to discover fate.

The Church of Ezra holds a strong belief in fate and predestination. They believe that all of existence follows what they call the Grand Scheme, and hold that all things have their place in that design. Ezra guides the Grand Scheme, the pattern for all reality, and every being is bound by it, be they mortal, Legion, or Ezra Herself. The four sects, however, have different takes on what the Grand Scheme is and what it means to Ezra's faithful.

The Grand Scheme of the Erudites

Your study of Ezra in all Her aspects has given you an uncanny ability to look into your foes and see them as they are. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

The Erudites, the Neutral third sect of Ezra in Port-a-Lucine, Dementlieu, is perhaps the most unusual of all. The mysterious, contrary, esoteric texts they discovered hidden within the Sainte Mere des Larmes (Holy Mother of Tears) Cathedral have led them to all but reject the Grand Scheme.  While the Port-a-Lucine anchorites still believe that the Grand Scheme exists, they do not believe that the exact nature of that cosmic plan has even been reliably revealed. Some of their number even hold that the Grand Scheme is so complex that it cannot be understood by mere mortals, their doctrines almost bordering on agnosticism. Thus, the priests of Port-a-Lucine have dedicated themselves to the study of Ezra in all Her aspects. Through means both scholarly and mystical, they seek to rebuild their understanding of Our Guardian in the Mists from the ground up.

The Grand Scheme of the Home Faith

Ezra grants you momentary glimpses of Her grand scheme and when certain events will happen. When you finish a short or a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

You roll an additional d20 when you gain another use of your Channel Divinity, 2 at 6th, and 3 at 18th. Each roll can be used only once.

The philosophy of the Home Faith, the Lawful Neutral First Sect of Ezra in Levkarest, Borca, insists that all beings are assigned a specific part to play in the Grand Scheme, a role which cannot be altered. Those who choose to become Ezra’s anchorites were fated to do so before their birth; the Legions of the Night are to be fought, but never hated, for they too are merely playing from a divine script. In fact, the Home Faith comes very close to depicting Ezra Herself as a healer and protector out of duty, not devotion.

The Grand Scheme of the Pure Hearts

Ezra has granted all the chance to choose the role they play in the Grand Scheme. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

The Pure Hearts, the Lawful Good Second Sect of Ezra in Mordentshire, Mordent, agrees that all creatures have a specific role in the Grand Scheme but claim that Ezra has granted all beings the right to choose the role they play. Mordentish anchorites preach that even the Legions of the Night have the innate capability to enter the light of Ezra’s grace through personal redemption. Of course, if the Legions refuse this chance at salvation, they must still be repelled to protect the faithful.

The Grand Scheme of the Zealot

The Fall of Night approaches, and your part in the Grand Scheme is clear: you must choose who deserves to live and who deserves to die. As an action, you choose one creature you can see within 30 feet of you, blessing or cursing it until the end of your next turn. The next time that creature is hit the with an attack, the creature has resistance or vulnerability (your choice) to all of that attack’s damage, and then the effect ends.

Of all the sects, the Zealots, the Lawful Evil Fourth Sect of Ezra in Nevuchar Springs, Darkon, may place the most emphasis on the Grand Scheme. Their doctrines are filled with the chilling prophecy of the Time of Unparalleled Darkness, their fast-approaching Fall of Night. They hold that this apocalypse is inevitable, and that the blessed and the damned have already been chosen by Fate. The trick, of course, is discerning which is which. If the blessed are never awakened to Ezra’s blessing, they will be destroyed with the rest of the world. If the damned are mistakenly brought into Ezra’s fold, their very nature will compel them to drag the faithful down with them.

Channel Divinity: Shield of Ezra

6th-level Mists Domain feature

At 6th level, you can manifest a Shield of Ezra using your Channel Divinity.  Your shield takes on a different effect depending on what sect of the church you follow.

As an action you can call your Shield of Ezra into being. This magical barrier effect lasts for a number of rounds equal to half your cleric level (rounded down). While under the protection of Ezra, you are encased in a glow that sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The shield cannot be countered, but a dispel magic or similar spell causes the Shield of Ezra to dissipate if you fail a wisdom saving throw vs the caster's spell save dc.

Erudite's Shield of Ezra

Your Shield of Ezra gives you resistance to damage from spells, and when you are subjected to a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

The Erudites believe that Ezra was a goddess who saw that the gods had abandoned the Hollow, a place hidden by mists and burdened by suffering. She beseeched the gods to tend to these people, but they refused. Ezra left the realm of the gods and gave Herself to the Mists in order to watch over the mortals within the Hollow. Other faiths simply worship other aspects of Ezra.  The Grand Scheme has not yet been revealed to mortals, and thus study must be devoted to Ezra's other aspects. Ezra waits for us at the end of our life, on the other side of the Mists of Death, to take us to our final reward.

Home Faith's Shield of Ezra

Your Shield of Ezra makes you immune to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.

Those of the Home Faith believe that Ezra was once a mortal healer of the sick, protector of the weak, guide to the lost, who entreated the Mists of Death to allow Her to watch over the mortals in the Hollow eternally. She did this because it was Her duty to fulfill this role, and calls others to this same duty in Her name. Your duty is to protect Ezra's faithful worshipers and to glorify and build up Her church.

Pure Heart's Shield of Ezra

Your Shield of Ezra makes you immune to Bludgeoning, Piercing, and Slashing from Metallic Weapon Attacks.

Specific decision about which weapons are related should be left to the Dungeon Master. Dungeon masters should note that an arrow with a steel head is certainly considered a metal weapon for this purpose.  Even magical weapons made of metal are blocked by this aura.

The Pure Hearts believe that Ezra was a guide and a healer in Her mortal life, and She saw the pain and suffering of the people once She entered the Mists. She sought to find a way to fill the Hollow which is around and within all of us. The best way to spread Ezra's message is through example, and so Her protection and blessings can be offered to all. Every being in this world has the power to choose their place in the Grand Scheme, and this includes the Legions of the Night, who may choose to come into Ezra's light, and be redeemed.

Zealot's Shield of Ezra

Your Shield of Ezra makes you immune to mind altering spells and effects, such as those that would charm, frighten, or put you to sleep.

The Zealots believe that the mortal Ezra was a healer and guardian who faithfully defended Her people from the monstrous Legions of the Night that taint this world. Unable to find a worthy successor, Ezra merged with the Mists of Death to watch over Her faithful. In the first Epiphany, She appeared to Yakov Dilisnya, the first anchorite, and bid him to spread Her word. The Mists greatly curtail Ezra's power, however, so She cannot protect those who do not open their hearts to Her message. The Great Upheaval was an unsuccessful attempt by the Mists of Death to expel Ezra from their ranks, the first omen of a coming time when the Legions of the Night will overrun the land. Disgusted by the flood of corruption, the Mists of Death will scour the world clean. This Time of Unparalleled Darkness will come in less than 20 years, yet all is not lost. Ezra will save Her truly faithful, but in the end days the jealous Legions of the Night will seek to drag down Her chosen people. To protect Ezra's innocent flock, the Legions of the Night - be they monster or mere tempter - must be ruthlessly destroyed.

Divine Strike

8th-level Mists 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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Protecting Mist

17th-level Mists Domain feature

Ezra offers those who walk with you through Her Mists protection: you and friendly creatures within 60 feet of you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons while heavily obscured in fog or mist.

Mists Domain Image

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