Base Class: Cleric
Clerics of the Sacred Word are duty bound to travel the world and inspire belief in their deity in the common folk. Some gods may desire their clerics inspire fear in the people of the realm. Other gods may desire adoration. Any and all deities have, at one time or another, anointed mortals to be their evangelists. Sacred Word clerics are very wise and highly capable of persuading others. It is this characteristic that appeals to the gods and causes them to reach out and appoint these individuals as missionaries to their cause. A sacred Word Cleric's spellcasting focus is always an incorporeal religious tome, The spells therein written as short verses. These tomes are provided to Sacred Word clerics by their deity through some divine act.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in 3 skills: Religion, Persuasion and Performance.
Channel Divinity: Deep Understanding
Starting at 2nd level, you can use your Channel Divinity to reveal 3 of the following characteristics of target creature you can see: Armor Class, Resistances, Alignment , HP or max Spell Slots. As an action, you present your holy tome and learn key details about target creature you can see. This feature can only be used once on any creature.
Condemn
At level 6 you learn to condemn your foes. As a bonus action you speak words of condemnation forcing a creature within sight that can hear you (though it need not understand you) to make a Wisdom Saving Throw. On failure the creature takes 2d4 psychic damage and has disadvantage on its next attack roll before the end of its next turn. On success the creature takes half damage and is not disadvantaged. This spell can be used a number of times equal to your wisdom modifier with a minimum of 1. These uses reset after a long rest.
This spell's damage increases by 2d4 when you reach 10th level (4d4), 14th level (6d4), and 18th level (8d4).
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sacred Word
Your wisdom and understanding are unmatched. Others hang on your every word as though spoken directly by your deity. Your Ability checks, Spell Attack Rolls and Saving Throws using Wisdom have advantage. In addition, Creatures have disadvantage on Wisdom Saving throws caused by spells you cast.
Previous Versions
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4/1/2022 3:58:03 PM
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4/1/2022 4:35:04 PM
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