Base Class: Cleric
All gods create, reinforce, and instill thing to the world that mortals can hardly dream of. Some gods may be more specific to what the make but technically, all gods can be patrons of the World Domain, but to be a World Domain patron, a god must have creativity, a sense of wanting to make and craft things that people can hardly dream of, whether it be a bread dispensing cow or a sword capable of tearing through time, one must have a sense of inspiration. Being a cleric of the World Domain is a difficult task, as joining the World Domain is like sacrificing what you want for the world, your creativity becomes the worlds creativity and your inspiration becomes the worlds inspiration. Painter, crafters, even book writers and map makers can be a part of the World Domain, but the main thing one must learn, is that everything in the world has an order which cant be broken.
Domain Spells
You gain domain spells at the cleric levels listed in the World Domain Spells table. See the Divine Domain class feature for how domain spells work. These are mainly comprised of creating elements objects and conjuring creatures.
World Domain Spells
Cleric Level | Spells |
---|---|
1st | [spell]absorb elements[spell], [spell]goodberry[spell] |
3rd | [spell]summon beast[spell], [spell]spike growth[spell] |
5th | [spell]sleet storm[spell], [spell]plant growth[spell] |
7th | [spell]summon elemental[spell], [spell]fabricate[spell] |
9th | [spell]wrath of nature[spell], [spell]creation[spell] |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and Cartographer's Tools
Channel Divinity: Earth Shift
Starting at 2nd level, you can use your Channel Divinity to change the ground.
Using a action you start, the ritual to change the earth around you. Starting at 5 ft. from the original area of effect, every turn, 20 ft. can change to what you want it to be, ending at a total of 85 ft. of changed land. This land stays this way until its dispelled, or changed by another spell or action. All creatures with advantages or disadvantages in this land suffer the effects.
The lands you can change it to are:
Mountainous Terrain. Becomes difficult terrain, and all creatures with buffs or debuffs that take place in this land are effected. Additionally, you can cast Earth Tremor as a bonus action in this land. You can choose who is effected by this.
Forest Terrain. This land becomes covered in trees and vegetation. Creates two random creatures (d4 roll) to assist you. These creatures last until they die, or until the land his been changed.
- Creates a Wolf creature, using the Wolf stat block
- Creates a Wolf creature, using the Wolf stat block
- Creates a Bear creature, using the Brown Bear stat block
- Creates a Awakened Tree creature, using the Awakened Tree stat block
Additionally, 3 5 ft. by 5 ft. trees spawn, providing full cover, as well as 5 10 ft. by 5 ft. shrubs which provide half cover. Additionally, all creatures near where these trees sprout (up to DM) must make a Dexterity Save or suffer 1d10 force damage.
Volcanic Terrain. This land becomes volcanic terrain, dealing 1d6 fire damage to a maximum of 4 creatures of your choice each action. Additionally, all cold spells casted in this area have disadvantage. You can also as a bonus action prepare a Volcanic Eruption within a 20 ft. square, which when is activated, happens at that next turn. This deals 2d8 force damage, and 2d8 fire damage, as well as 1d8 fire damage to anyone within 10 ft. of the erupted area.
Frozen Terrain. This land becomes frozen terrain, dealing 1d4 freezing damage to all targets in the area. Additionally, you can choose up to a maximum of 2 creatures in this area to freeze, reducing their movement speed to 0, dealing 2d4 cold damage, and removing the ability to do actions, except doing a Strength Check (DC12) do break free. You can freeze creatures once every 5 of your turns.
Swamp Terrain. This land becomes swamp terrain. Targets of your choices movement speed is reduced by 10, and creatures can take the Hide action with advantage, as well as use swimming speed. Roll a dice to summon a creature. These creatures last until they die, or until the land his been changed.
- Summon a Crocodile using the Crocodile stat block
- Summon a Crocodile using the Crocodile stat block
- Summon a Crocodile using the Crocodile stat block
- Summon a Giant Crocodile using the Giant Crocodile stat block
Aquatic Terrain. This land becomes aquatic terrain. Targets of your choices movement speed is reduced by 10 and creatures can use swimming speed. Summon a Octopus using the Octopus stat block. These creatures last until they die, or until the land his been changed.
Gaia's Blessing
At 6th level, once a day you can activate Gaia's Blessing to guide you. Grasping your holy symbol or an object of magical affinity, you hold it to your chest and utter a prayer. After your prayer, you utter the name of an object or creature. Such an object could be "a rock" or "a adamantine axe", as a creature could be "a goblin" or "a human male".
Once this is complete, glowing green runes will appear in the ground leading you to your target or whatever you requested the distance is limited to however your Dungeon Master deicdes. In anti-magic areas, these ruins will disappear.
Specific people, such as "a human named Nathan Oblik" or "a goblin called Skish'ank" might be able to be found, but it up to the Dungeon Master. Specific objects follow these same rules.
Divine Strike
At 8th level, 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8. You can do this twice a long rest.
World Amass
At 17th level, you gain complete control over the earth around you. Your Channel Divinity: Earth Shift activates instantly, and you gain a permanent Bonus AC of 2.
You gain access to the World Shaker Commands, allowing you to shape the ground around you at your will, with only a prayer and your command. Your list of World Shaker Commands are listed below. You can use all of them once every 2 days.
Amass Warriors. When Amass Warriors is activated, you summon an Earth Elemental, using the Earth Elemental stat block, and 5 Dust Mephitis using the Dust Mephit stat block. They heed your commands, and can understand any language you speak but only speak their corresponding language. This is used as an action and all creatures roll their own initiative.
Amass Earthquake. You cast the Earthquake spell as a bonus action, which you can cast once a day and follow standard Earthquake rules.
Amass Sanctuary. You create a gigantic dome of stone which no creature can exit or enter without your permission. Inside the dome, which is 60 ft. large, is a eco system of birds, wild life and special trees. These tree give off fruits which when held in your hands fully become a great meal. The shrubs inside when slept on become perfect beds. This dome once summoned can be unsummoned at will. Outside creatures left within it, or items remain when unsummoned. There is a sun light light source which becomes rain some times at the top. This dome cannot be destroyed, and plant life inside it when taken out die. You can plant flora in it or bring fauna in it to grow.
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