Base Class: Cleric
Those who obtian Horus´ blessing are not only very good at fighting whether be it on the ground or in the air, but are also very potent magic users, which use the powers of the winds and the sky to aid them in battle.
Domain of Horus Spells
|
Cleric Level |
Cleric Spells |
|
1st |
Feather Fall, Zephyr Strike |
|
3rd |
Gust of Wind, Warding Wind |
|
5th |
Call Lightning, Counterspell, Wind Wall |
|
7th |
Dimension Door, Freedom of Movement |
|
9th |
Control Winds, Steel Wind Strike |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
The all seeing Eye of Horus
At 1st level you get infused with the powers of Horus´ all seeing eyes. You gain expertice in Perception and Investigation, Darkvision out to 120ft range and are immune to the blinded condition
Wings of Horus
At 1st level, you gain a flying speed of 60ft. If you already have a flying speed, you gain an additional 30ft flying speed and you can wear medium armor whiile flying.
Channel Divinnity: Shepherding winds
Starting at 2nd level, you can use your Channel Divinity to manipulate the winds around you, guiding your allies’ strikes and deflecting your enemies’. As an action, you can present your holy symbol to create an aura of wind around x creatures with x being your spellcasting-abillity modifier, centered on them with a radius of 5ft. Whenever an ally makes a ranged weapon attack that passes through a space affected by wind, it makes it at advantage. Whenever an enemy makes a ranged weapon attack that passes through such a space, it makes it at disadvantage. This lasts for 1 minute, or until you end it as a bonus action.
Protective Cyclone
At 6th level when you or an allied creature gets hit by a ranged attack, you can create a cyclone, which causes dissatvantage on the attack roll.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
Avatar of Wind
At 17th level, the sky is your home. Attacks made against other flying creatures gain advantage.You also gain immunity to thunder and lightning damage. You can cast each spell that involves manipulating the air an amount of times equal to half your proficiency bonus at lowest possible level without using a spell slot. Furthermore, your flying movement can´t be affected by magic or natural influences and you can also wear heavy armor while flying.
Previous Versions
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4/28/2022 8:51:58 PM
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