Base Class: Cleric
Manifest Clerics harness willpower, curiosity and artful vision in service of a faith or philosophy. They use the divine to weave artifice with a granularity usually the preserve of the arcane.
They may take deities associated with ambition or craft, a philosophy of discovery without a deity at all, or a client being with an active agenda.
Bonus Cantrip and Proficiencies
1st-level Manifest Domain feature
When you choose this domain at 1st level, divine power amplifies your will and imagination to bolster your body and your influence on the world. You gain proficiency with heavy armor and martial weapons, and you add your Wisdom modifier to your Charisma ability checks and Constitution saving throws.
You know the mage hand cantrip. You can cast it as an action or bonus action, and for you it can carry up to 15 times your cleric level in lb. It cannot pick up unwilling creatures.
Domain Spellcasting
1st-level Manifest Domain feature
Replaces Domain Spells
Manifest Grasp. When you roll initiative, once on your turn in combat or as a free action at any other time, you may swap two prepared cleric spells for two new ones. You may do this a number of times equal to your proficiency bonus, and regain all uses at the end of a long rest.
In addition, for you, the spells listed below are cantrips you may learn as cleric cantrips, and spells you may prepare as cleric spells.
Spell Level | Spells |
Cantrip | message, mold earth, resistance, shape water |
1st | find familiar, floating disk |
2nd | enlarge/reduce, find steed, misty step |
3rd | counterspell, haste |
4th | dimension door, fabricate, resilient sphere |
5th | arcane hand, telekinesis, wall of force |
6th | contingency, globe of invulnerability, programmed illusion |
7th | simulacrum, teleport, forcecage |
9th | imprisonment, time stop |
Manifested Aspects
1st-level Manifest Domain feature
You can ebb and flow your exertion of divine magic to manifest aspects in the physical world. Your capacity to do so is represented by aspect points. Manifestable aspects are listed below starting with Will into Being, and you gain more at 4th and 7th cleric levels.
Aspect Points. You have a maximum of 4 aspect points at 1st level, gaining 1 more maximum point at 4th, 7th, 10th, 13th, 16th and 19th cleric levels. When you pay aspect costs, you may convert spell slots into aspect points equal in number to their total level. Aspects have no activation time unless stated, can be used once per turn, on your turn, and end when you take a short or long rest. At the start of your turn, you regain 1 aspect point. This increases to 2 at 8th cleric level.
Divine Scan. You sit still with your eyes closed. As an action, you may scan the physical structure of any 15 foot cube of matter within 60 feet. This understanding is divine, and any part thereof that has been warded against divination magic is rendered as a void.
Form Tomes. Within 24 hours of using Divine Scan, as an action, you may conjure a magical 2 lb tome carrying knowledge so gained. Give it a descriptive title and put it in your inventory. You may have a number of these equal to your cleric level plus your Wisdom modifier, and may annihilate a form tome at will.
Will Into Being. As a bonus action, at aspect cost 3, you may create or sustain a simple object such that can fit into a 15 foot cube, as a flight of stairs or a trampoline, in an unoccupied space within 30 feet of you. This item disappears after 10 minutes. With a dedicated Form Tome, you can have more complex objects, such as ovens.
4th Level Aspects
Assimilation. At aspect cost 3, the next time you end your turn, creatures you choose within 20 feet of you gain temporary hitpoints equal to your proficiency bonus times the damage inflicted by your weapon attacks on that turn.
Barrage. As a reaction, when a creature within 60 feet of you targets another creature, teleport yourself and any controlled creatures to points within 20 feet of the targeter, or the closest unoccupied space. At aspect cost 2, you gain the ability to take a second reaction in a round once. You keep this opportunity until you use it or take a long or short rest.
Conjured Strike. You may make a weapon attack as a bonus action. After you make an attack roll, at aspect cost 1, you may add your Wisdom modifier.
7th Level Aspects
Dynamo. When you cast an abjuration, conjuration or transmutation spell, or cast a spell on a willing target, you regain 2 aspect points, at most once per spell.
Enervation. At aspect cost 3, the next creature you hit with a weapon attack can impose saving throw DCs of no more than 20, reduced by your Wisdom modifier and one-fourth your cleric level. On successes its targets are unaffected. This ends at the start of your first turn after the creature imposes a DC on a creature.
Faith Abundant. At aspect cost 5, restore a use of Channel Divinity.
Channel Divinity
2nd-level Manifest Domain feature
At 2nd level, you gain the following two Channel Divinity options.
- Manifest Grace. When you cast a spell on a willing creature, you may expend a use of Channel Divinity to execute another cast of a spell with the same activation time, possibly with the same name, at the same time, provided that one of these two spells is an abjuration, conjuration or transmutation spell. One of these casts of your choice is ignored for the purpose of the Bonus Action levelled spell limit.
You may use this to cast two concentration spells at once. If you are forced to lose concentration, you lose concentration on only one at a time, and choose which to retain, but choosing to do something else exclusive with concentration will end both. - Manifest Life. You may expend a use of Channel Divinity and spend 1 minute (or instantly on rolling initiative) to summon a celestial, construct, elemental or fiend of challenge rating up to one quarter of your cleric level in an unoccupied space you can see within 30 feet of you. It shares your initiative order, may take its turn during or after yours, and obeys your mental commands.
Below 8th cleric level you may not mount it. If you use this again while the summoned creature exists, you replace it. It vanishes when it reaches 0 hitpoints, you become unconscious, or after a number of hours equal to your Wisdom modifier. If it is a construct, you may heal it with spells and effects that say they can't.
Repertoire
6th-level Manifest Domain feature
You may spend 1 minute to permanently create a true replica of a nonmagical, common magical or rare magical item that can fit in a 5 foot cube for which you have specifically made a Form Tome. The replica is created in an unoccupied space you choose within 5 feet of you. You may do this a number of times per day equal to your Wisdom modifier, regaining all uses after a long rest. At 14th cleric level, you can replicate very rare items.
Additionally, you learn two abjuration, conjuration or transmutation spells of your choice from any class, of spell levels for which you have spell slots, other than the spell wish. For you these are cleric spells, are always prepared, and don’t count against your choices of prepared cleric spells. You may change one when you gain a level in this class, and if you aren’t suffering from exhaustion you may change one as an action and gain a level of exhaustion.
[Note to player: this spell selection limitation isn't supported by D&D Beyond, so use the search engine to find applicable spells, make your choice, and then choose from the dropdown lists of all spells in the Character Builder.]
Divine Strike
8th-level Manifest Domain feature
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Magnum Opus
17th-level Manifest Domain feature
At 17th level, you are an inveterate architect of mechanics. If you aren't suffering from any levels of exhaustion, you may spend 10 minutes in complete focus, without moving, doing one of the listed options, gaining 2 levels of exhaustion on successful completion. In addition, you learn two more spells following the rules of Repertoire.
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You may use one or more Form Tomes to change 90% of the body of a willing creature within 30 feet of you, including its race and sex, though the soul is unaffected. This cures most diseases and curses outside of the brain, but you can only implement what you can design or have recorded.
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You may use one or more Form Tomes to create a sophisticated mechanical device with any power source but only mechanical output, limited to 150 horsepower. You must provide any very rare materials needed. It must fit within an unoccupied 15 foot cube within 30 feet of you. As an action, you may expend a use of Channel Divinity to power it for an hour, but if it has maximal load or is as complex as an ornithopter that can carry two creatures of Medium size, it then breaks after the hour.
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Without a Form Tome, you may create a simple structure such as a minor fortification that can fit into a 50 foot cube or a 100 ft x 35 ft x 35 ft cuboid, providing any very rare materials needed. It can otherwise have commonplace implements such as torches with fuel for one night, hinges and primitive plumbing. The architecture of the structure is sturdy enough to build a bridge over a 60 foot gap. The center of the object must be within 60 feet of you.
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