Cleric
Base Class: Cleric

Gods of the beasts are few and far between. In Canyonne, the premier deity of the beasts is Arreschoug, but other gods include Malar, Talona, Sobek, and Uller. Typically, these gods promote savagery and the wilderness. For some deities, intelligence and knowledge is unholy, as they lead to disloyalty and deviation from the norm. Thus, these gods support not only literal beasts, but all brutish beings. Those who worship these gods tend to be bandits, hunters, savages, and outlaws. Beast domain gods send their clerics to quash innovation and halt technical progression.

Domain Spells

Beast Domain Spells
Cleric Level Spells
1st beast bondhunter's mark
3rd animal messengerbeast sense
5th conjure animalsfear
7th dominate beastconfusion
9th contagionwrath of nature

Bonus Cantrip

When you choose this domain at 1st level, you gain the primal savagery cantrip if you don't already know it. This spell counts as a cleric spell for you.

Bonus Proficiency

You have a proficiency with martial weapons.

Channel Divinity: Bestial Fury

Starting at 2nd level, you gain the power to take a form of a beast. As an action, you present your holy symbol and invoke the name of your deity.

  • You grow protective fur, or scales. You get +3 bonus to AC.
  • You have advantage on all strength checks.
  • You grow claws on your hands. Your unarmed strikes deal 1d6 slashing damage and can be used as a bonus action.
  • You get expertise on perception and survival checks.
  • You can attack twice, while taking an attack action.

This form lasts 1 minute.

Brutal Savagery

Beginning at 6th level, if you attack a creature and hit, you can use a bonus action to frighten someone with your brutality. When you do so, any creature that you can see within 20 feet of you, which can see or hear you, must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength, or Dexterity modifier) or be frightened of you until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature only once per a long rest.

 

Potent Spellcasting

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

Magical Claws

Starting at 17th level your weapons and unarmed strikes count as magical attacks.

Previous Versions

Name Date Modified Views Adds Version Actions
5/4/2022 7:49:15 PM
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