Base Class: Cleric
Your fate was certain, your soul should have passed on, but at the last moment, you didn't die. Now you live stuck in between life and death. Step too far from one and the other side will pull you back. At first, you can do little but subject yourself to the whims of each side, every step harder than the last. But as you grow in power, you discover you can use the force keeping you trapped here in purgatory to your advantage.
Domain Spells
1st-level Boundary Domain feature
You gain domain spells at the cleric levels listed in the Boundary Domain Spells table. See the Divine Domain class feature for how domain spells work.
Boundary Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
Life's Persistence, Death's Spite |
|
3rd |
Life's Alacrity, Death's Fetters |
|
5th |
Lifeforce Tethers, Deathforce Upheaval |
|
7th |
Lifeforce Pulse, Deathforce Thornfield |
|
9th |
Lifeforce Avatar, Deathforce Avatar |
Bonus Proficiencies
1st-level Boundary Domain feature
You gain proficiency with martial weapons and heavy armor.
Boundary Manipulation
1st-level Boundary Domain feature
The first moments after your ?<death|resurrection>? were utter chaos. The Deathforce and Lifeforce warred with each other over your body, mind, and soul. Eventually, after the timelessness of your panic faded, you realized a deeper truth: It is impossible for you to embody both Forces at the same time. And like that, as soon as you chose a direction, you regained control of yourself.
With control back, you started to realize the cost of what had been done to you. Even with the storm between Life and Death kept at a safe distance, it was still so near you could not reach out for fear of plunging once again into the torrential conflict. So, in the smallest, most stable part of yourself, you used your magic to draw a ring outlined by the Force of your choice. With effort, you charged this Ring, stabilizing the nearby whirlwind, and giving you desperately needed space and peace of mind.
With room to breathe, you began to practice your old magics, as you had always done in the past. But to your shock, you found that by Charging the Ring you had seemingly drawn your walls even closer. The Spells aligned with the Force from Ring stopped even shorter than they had before you put the Ring in place. In panic once again, you tried to undo what you had done... and discovered a gift your situation had granted you.
When you cast the Spell opposed with the Force in the Ring in an attempt to Discharge it, its range was even greater than before the Ring had been there; and better yet, the Force stored in the Ring came out all at once making your Spell even more powerful than it had ever been before. Despite the violent Forces coming even closer as the Ring disappeared, the result made you stop and think...
You could use this.
Crippled as you thought that you had been...
Terrible as it feels to be so closely held to the Boundary...
Perhaps there are benefits to being Bound between Life and Death.
Healing Spells are aligned with Lifeforce, Damaging Spells are aligned with Deathforce.
You MUST select either Imbue Lifeforce or Imbue Deathforce. You may only choose one.
At any time, as a Bonus Action, you may change your choice. If you do, all Charge in the Rings is lost.
You may Charge the Rings (starting at the lowest, not fully Charged level) with Spells aligned with your Imbued Force. When you do, the Range Limit of Spells aligned with your Imbued Force is decreased by 10 feet per fully Charged Ring and the Range Limit of Spells aligned with the opposing Force have their Range Limit increased by 10 feet per fully Charged Ring. If the Range Limit of Spells aligned with your Imbued Force reaches 0 feet you may no longer cast those Spells.
Using a Spell to Charge the Rings will make it weaker proportional to the Ring being Charged. You gain Charge points relative to the Spell Slot Level of the Spell used to Charge the Rings (1 Charge Point for Levels 1-3, 2 Charge Points for Levels 4-6, 3 Charge Points for Levels 7-9). Every Charge point gained will reduce the Spell's effect by 6. If the effect (after it is rolled) is not greater than that reduction, you may not use that cast of that Spell to Charge your Rings.
Once at least one Ring is fully Charged, you may cast a Spell aligned with the Force opposite your Imbued Force to Discharge any fully Charged Ring. If you do, Charge flows from the highest leveled Rings into the lower Rings until no Charge remains or until the lower level Rings are fully Charged again. Your Spell gains a bonus of 1d6+3 for Ring 1, 2d6+6 for Ring 2, 4d6+12 for Ring 3.
Once at least two Rings are fully Charged, you may cast a Spell aligned with the Force opposite your Imbued Force to Empower your Spell from any fully Charged Ring greater than Ring 1. If you Empower from Ring 2, your Spell gains a bonus of 3d6+9, and Charge from Ring 3 flows to fill first Ring 1, then Ring 2, until no Charge remains or both Rings are fully Charged again. If you Empower from Ring 3, your Spell gains a bonus of 7d6+21, and all Charge is removed from all Rings.
When using Discharge or Empower:
- AOE Spells: The bonus will ONLY be added to ONE target of your choice.
- Over-Time Spells: The bonus will ONLY be added to the FIRST time the effect takes place.
All Charge in the Rings resets to zero after a Long Rest.
At Higher Levels. Imbue Lifeforce, Imbue Deathforce, Charge Rings, and Ring 1 Unlocked (Level 1), Ring 2 Unlocked (Level 5), Ring 3 and Ring 2 Empowered Discharge Unlocked (Level 11), Ring 3 Empowered Discharge Unlocked (Level 17).
Binding Force
1st-level Boundary Domain feature
You are caught in direct conflict between Life and Death, and you are weaker for it. Your magic has been caged, and your reach has been cut short. Even with your efforts to push your limits and Charge your Rings, they are constantly at risk of destruction. On the bright side, if something really was foolish enough to attack you while you're building up your strength, they may get more than they bargained for if your control "happens to slip" at the wrong moment.
Your Constitution is permanently reduced by 4.
Your Spell Casting Range now has a Range Limit of 30 feet.
Area of effect spells do not cause any effects and may not target those beyond your Range Limit.
Any persistent effect spells will only trigger when within your Range Limit.
Summons will be dispelled if they move beyond your Range Limit.
Your range limit may be changed based on the Charge of your Rings and which Force has been Imbued in them.
If you take damage from an attack and have at least one full Charged Ring, make a Wisdom Saving Throw with DC 11 plus 3 per fully Charged Ring.
You may choose to fail this Saving Throw without rolling.
If you succeed on your Saving Throw, take damage as normal.
If you fail on your Saving Throw, Discharge the highest level fully Charged Ring.
If you have Imbue Lifeforce selected, reduce the damage of the attack by the Discharge effect (may not be reduced below zero).
If you have Imbue Deathforce selected, deal the Discharge amount as damage to the attacker as long as they are within the Range Limit of your Deathforce aligned Spells. (You take damage as normal.)
Channel Divinity: Manifest Rings
2nd-level Boundary Domain feature
While you are only able to maintain your Rings as a metaphysical presence, the power of the Divinity of the Force you have chosen to Imbue is able to manifest your Rings as an embodiment of your will to survive or wish to destroy. For every Ring you have fully Charged, the power of the effect grows stronger, and the more Rings that are Unlocked but not fully Charged, the farther effect with reach. Well... not that far perhaps, but every little bit can help you and your allies make it to tomorrow (mostly) intact, if not unbloodied or unscathed. So why not let a God take the wheel for a bit? Sure, you'll lose all of the Charge in those Rings you built up from scratch, and showing favor to just one God over the other probably isn't the safest long-term survival strategy. But if nothing else, maybe you'll get the chance to have others feel (at least a little) fortunate for the unfortunate state of your existence.
You must have at least one Ring fully Charged to use this ability.
As an Action, a sphere springs to life around you. Its radius is equal to 10 feet per Unlocked Ring minus 5 feet per fully Charged Ring.
- If you have selected Imbue Lifeforce, all nearby creatures you choose within range take reduced damage every time they are attacked (cannot be reduced below zero).
- If you have selected Imbue Deathforce, all nearby creatures you choose within range gain take additional damage each time they are attacked.
The amount of damage added or removed is equal to 1d6 (1 Ring fully Charged), or 2d6 (2 Rings fully Charged), or 4d6 (all 3 Rings Fully Charged).
This ability ends if you fall unconscious, die, or if it is dismissed, or at the end of the third turn after the ability was first cast. When the ability has ended ALL Charge is lost from the Rings.
Boundary Anchor
6th-level Boundary Domain feature
You may use a bonus action to create an Anchor Point at your location.
If you have an Anchor Point, you may cast a ranged or area of effect spell or ability as if you were standing at that location.
Persistent effect spells and ability triggers will count as within range if they would be within your range if you were standing at the location of the Anchor Point.
As a bonus action on your turn, you may move the Anchor Point to your current location.
You may only have one Anchor Point.
Your Anchor Point will vanish if you move beyond 30 feet from it.
Boundary Shielding
8th-level Boundary Domain feature
The walls of your cage have grown even stronger. But, for once, this isn't entirely a bad thing. Now, when ranged spells or attacks move through an area near enough to your Boundary you can redirect the attack to yourself instead of its intended target. You won't be able to maintain the Ring used, but it may be a small price to pay for the ability to help shield your party from harm.
Can only be used when you have at least 1 Ring fully Charged.
As a Reaction, when a ranged attack or spell moves through an area within your range (5ft at 1 Ring, 10ft at 2 Rings, 15ft at 3 Rings) of your character's (or your anchor's) position you may choose to take the attack instead and trigger the effects of a failed save of your Binding Force class feature.
At level 14 the range of this ability is doubled (10 feet at 1 Ring, 20 feet at 2 Rings, 30 feet at 3 Rings).
Soul Anchor
17th-level Boundary Domain feature
You've become so comfortable with manipulating your area of the Boundary you're now able to attach an anchor point to any creature that you choose.
If the creature is unwilling, they may make a Wisdom Saving Throw to detach the Anchor Point to the ground where they are standing. The DC for the Saving Throw dependent on the number of fully Charged Rings: 14 plus (1 for 1 Ring, 3 for 2 Rings, 6 for 3 Rings).
Previous Versions
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