Cleric
Base Class: Cleric

The Domain of Change offers (or forces) believers to transform as their deity decides, sometimes unnecessary, but always useful.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and perception.

Touch of Change

Starting when you choose this domain at 1st level, you can use a bonus action to touch a willing creature (including yourself) and morph their biology, granting them resistance to one damage type. This change lasts for 1 hour or until you use this feature again.

Channel Divinity: Transmute

Starting at 2nd level, you can use your Channel Divinity to transmute one object's or person's form into another substance.

As a free action, you may touch a creature or object (including yourself) to transmute their form into one of several materials. On willing creatures, objects and enemies who fail the saving throw, you may choose the material they take. Enemy creatures must roll a constitution saving throw equal to your Spell Save DC. If they succeed, roll 1d10 and take the result from the table below. This change lasts for 1 minute.

  1. Leather (+2 AC)
  2. Stone (+6 AC, movement reduced to 0)
  3. Slime (Dex. save prof, movement leaves behind difficult terrain)
  4. Fire (Successful attacks deal 1d10 fire damage, enemy attackers take 1d10 fire damage)
  5. Water (Resistance to bludgeoning, piercing, slashing attacks, movement leaves behind water)
  6. Enlarge (Refer to Enlarge/Reduce spell)
  7. Reduce (Refer to Enlarge/Reduce spell)
  8. Dung (Vulnerable to fire, disgusting scent, target takes 1d6 poison damage every turn)
  9. Sand (Disadvantage on attack rolls, enemy attackers have disadvantage on attack rolls, movement is halved)
  10. Glass ( Vulnerable to bludgeoning damage)

The Three Faces

Beginning at 6th level, you can split your personalities and control them independently.

As a full action, you may separate your mind and body into 3 different personas. Each persona gets one turn. These personas have one third of your hit points upon using this ability. Only one persona may take the Cast Spell action per round, only one persona may take the Attack action per round. Only one persona may use a magic item per round. If any of the personas survive after 1 minute has passed, the personas are combined once again, and you keep your health total from before you separated. You may choose which persona to reform into. If all of the personas are reduced to 0 hit points, you reform into the last persona who was damaged, and are reduced to 0 hit points. You may use this ability once per long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Mutability

Beginning at 17th level, you gain resistance to radiant and necrotic damage.

You may cast True Polymorph once per day at a range of up to 120 feet using Wisdom as your spellcasting modifier. If you cast True Polymorph on yourself, you may choose when to cancel the effects of the spell.

Previous Versions

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