Cleric
Base Class: Cleric

The Hallucinogen Domain is a sacred path embraced by clerics who revere Sinnombro, the deity of altered states of consciousness and perception. These devoted followers are intimately acquainted with the mystical properties of hallucinogenic substances, recognizing their profound significance as gateways to divine revelation. Through their chosen domain, these clerics delve into the depths of perception, traversing the ethereal realms of illusion and enlightenment.

Like a shaman traversing the spirit world, clerics of the Hallucinogen Domain possess a deep understanding of herbalism and the delicate balance between the natural world and the divine. Their expertise extends beyond mere concoctions, as they unlock the hidden wisdom of the arcane or the intricate patterns of nature, enhancing their connection to the mysteries that lie beyond ordinary perception.

At the heart of their abilities lies the Hallucinogenic Channel Divinity, an extraordinary gift bestowed upon them by Sinnombro. By invoking their holy symbol, these clerics have the power to immerse chosen creatures in a realm of hallucinogenic visions. Within this intoxicating realm, illusions abound, tricking the senses and ensnaring the mind, leaving their foes vulnerable and disoriented.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with herbalism kits and your choice of either the Arcana or Nature skill.

Arcarna

When you choose this domain at 1st level, you gain proficiency with herbalism kits and your choice of either the Arcana or Nature skill.

Nature

When you choose this domain at 1st level, you gain proficiency with herbalism kits and your choice of either the Arcana or Nature skill.

Disciple of Divination

Starting at 1st  level, your connection to Sinnombro grants you glimpses of the future, allowing you to influence the outcomes of events. You gain the ability to roll a special Portent die. The size of the Portent die is shown in the Portent Die column of the Cleric table.

As part of a long rest, you can roll the Portent die and record the result. You can use this recorded result in the following ways:

Foreseen Strike: When you make an attack roll, ability check, or saving throw, you can choose to replace the d20 roll with the result of your Portent die. You can use this ability after the creature's roll, but before any effects of the roll are applied.

Premonition's Veil: As a reaction when a creature you can see makes an attack roll, ability check, or saving throw, you can choose to force that creature to replace the result with your Portent die. You can use this ability after the creature's roll, but before any effects of the roll are applied.

You can use these abilities equal to the amount of portent die you have.

The size of your Portent die increases at 6th, 12th and 18th level, as shown in the Portent Die column of the Cleric table.

This expanded and revised Hallucinogen Domain grants clerics the ability to induce hallucinogenic visions, gain divine insights, and manipulate outcomes using their Portent abilities. It emphasizes the domain's connection to altered states of consciousness and perception, providing a unique and flavorful playstyle for clerics who follow this path.

Cleric Level

Portent Die

1st

1d6

6th

1d10

12th

1d12

18th

1d20

Channel Divinity: Hallucinogenic Vision

Starting at 2nd level, you can use your Channel Divinity to tap into the hallucinogenic powers granted by Sinnombro.

As an action, you present your holy symbol and choose a number of creatures within 30 feet of you, up to your Wisdom modifier (minimum of one creature). The chosen creatures must make a Wisdom saving throw. On a failed save, they become affected by hallucinogenic visions for 1 minute. While affected, they have disadvantage on attack rolls, ability checks, and saving throws. They also perceive illusory creatures and hazards that aren't actually present, causing them to potentially make irrational decisions or waste actions. Once you use this feature, you can't use it again until you finish a short or long rest.

Channel Divinity: Divine Insight

Starting at 6th level, you can use your Channel Divinity to gain divine insights into the true nature of things. As an action, you open your mind to receive visions and revelations from Sinnombro. For 1 minute, you have advantage on Intelligence, Wisdom, and Charisma ability checks. Additionally, you can use your reaction to gain advantage on a saving throw. Once you use this feature, you can't use it again until you finish a short or long rest.

Potent Spellcasting

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

Divine Avatar

At 17th level, you can assume the form of a divine avatar of Sinnombro. As an action, you undergo a transformation, manifesting divine power and radiating an aura of hallucinogenic energy. For 1 minute, you gain the following benefits:

  • You have resistance to all damage.
  • You have advantage on all saving throws.
  • Your movement speed is doubled,
  • You gain a flying speed equal to your current movement speed.
  • Once you use this feature, you can't use it again until you finish a long rest.

Once this state ends, the cleric gains one level of exhaustion.

Hallucinogenic Domain Image

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