Cleric
Base Class: Cleric

Innovation and invention are often attributed to the accomplishments of an individual, but where the inspiration for those traits comes from can frequently be overlooked. For Clerics of the Invention Domain they are happy to express the divine influence over the inventive ideas that they have. The patrons of such clerics grant their followers special abilities to manipulate the spells granted to them and a divinely inspired understanding of the world around them.

Darkness Domain Features

Cleric Level Feature
1st Domain Spells, Bonus Cantrips, Divine Imagination
2nd Channel Divinity: Empowering Invention
6th Inspirational Inventiveness
8th Spell Innovation
17th Inventive Spellcasting

 

Darkness Domain Spells

 

Bonus Cantrips

You gain the Guidance and Resistance spells as bonus cantrips that do not count against your cantrips known.

 

Divine Imagination

When you choose this domain at 1st level, you are considered to always be under the effects of the Guidance spell for any Intelligence ability checks and the Resistance spell for Intelligence saving throws. At 10th level this expands to all ability checks and saving throws that use Intelligence, Wisdom, or Charisma.

Improved Divine Imagination

At 10th level, you have Guidance or Resistance to Intelligence, Wisdom, and Charisma ability checks and saving throws.

 

Channel Divinity: Empowering Invention

Starting at 2nd level, you can use your Channel Divinity to cast spells of the Conjuration and Transmutation schools and potentially empower them.

As a bonus action, you present your Holy Symbol, and call upon the divine to grant you arcane power. This power allows you to cast the next cleric spell of 5th level or lower that is of the Conjuration or Transmutation schools without expending a spell slot. You can choose to expend a spell slot of the appropriate level for the spell and if you do that spell is cast instead as if it were using a spell slot 2 levels higher than normal. Spells cast using this ability must be cast before the end of your next turn.

 

Inspirational Inventiveness

Starting at 6th level, you have the learned how to channel your divine imagination for inventive ideas into inspiration for those around you. As a reaction, you may cast the Guidance spell or Resistance spell on an ally within 60 feet of you that can see or hear you. You may do this after the target makes an associated roll the spell is trying to aid, but must be before the result is known.

 

Spell Innovation

When you reach 8th level, you can make small alterations to your cleric spells as you cast them. You may choose one of the following alterations as part of the action of casting a spell:

  • double the range (has no effect on spells with a range of less than 5 feet, does not effect any area portion of the spell)
  • double the duration (must have a base duration greater than 1 round)
  • change the casting time from 1 action to 1 bonus action (has no effect on spells with a casting time other than 1 action)
  • remove a somatic or verbal component (does not remove both)
  • change the damage type (must be a spell damage type, not slashing, piercing, or bludgeoning)

You may use this ability a number of times per day equal to your Intelligence modifier plus 1 (minimum 1), regaining any spent uses at the end of a long rest.

 

Inventive Spellcasting

At 17th level, you are able to inventively alter the spells in your mind for use as other spells you are capable of preparing. Using a bonus action you are able to change one of your prepared cleric spells to a different cleric spell. You can do this a number of times per day equal to your wisdom modifier (minimum 1), regaining any spent uses at the end of a long rest.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2021 7:32:06 PM
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