Cleric
Base Class: Cleric

One may put handcrafts off as silly hobbies, but a true master is able to transform the yarn into reality itself, bringing upon the world a NEW ORDER, or just some cute animals, your choice.

Woven Spells

This domain provides the character with access to new evocation and conjuration spells.
Every level you get to select an evocation or conjuration spell that is not part of a cleric’s spell list to add to it.
You can select up to your Wisdom modifier of evocation or conjuration spells to have prepared on top of your normal limit.
Additionally, All spells with the “Touch” and “Self” property now gain a 30 ft. range.

Strings of Magic

Everytime you cast a spell you weave a thread befitting its spell school. Each segment of thread counts as 5 ft. of rope that is being fashioned into a handicraft of your choice. different spell school threads can be combined together.
Each segment provides different bonuses. Segments of the same type next to each other amplify the bonus. 

Spell School

Effect

Abjuration

Allies you target with spells gain your Wisdom modifier of Temp hp.
Amplify Allies with Temp. hp within 30 ft of you add your Wisdom modifier to their damage rolls.

Conjuration

You can add your Wisdom modifier to any Concentration checks you make.
Amplify Share that bonus with your allies.

Divination

You gain 30 ft. of dark vision and the ability to see magical darkness.
Amplify gain truesight of 15 ft.

Enchantment

You gain +1 to your Spell DC

Amplify Gain +2 instead and a saving throw proficiency you already don't have.

Evocation

hit dice of your spells cannot roll below a 3.
Amplify Additionally the first hit dice always has maximum value

Illusion

Gain proficiency with 2 charisma based skills of your choice
Amplify gain expertise instead, use wisdom for those skills.

Necromancy

As a bonus action you can deal 1d4+ your wisdom modifier of necrotic damage to any non-undead creature within sight.
Amplify The hit dice becomes 1d6 and you can target up to 3 creatures.

Transmutation

You can change damage types of your spells and attacks at will.
Amplify You can extend that bonus over allies.

 

If you have created a handicraft from all spell schools, recharge your channel divinity.

The Handicraft disappears when you take a long rest.

Channel Divinity options

Stuffed Animal: You create a small sized plushie that works like a familiar. In combat it gets its own turn on which it can cast 1st level spells from your spell list. The plushie has three 1st level spell slots.

Sweater Weather: You weave together a divine sweater, scarf or any other type of clothing. While worn by a creature, they are under the effect of an Amplified version of one of the Strings of Magic. Lasts 1 hour.

Decoy: You can weave together a life sized version of a creature or person. It appears to everyone as said being, can execute simple routines and can have limited types of responses recorded. Lasts 1 hour.

5 second Crafts

Your mastery of crafts allows you to be great at any tools you use. As an action you can expend a 2nd level spell slot, to summon a set of tools of your choice. Anyone who uses said tools is treated as if they were proficient with them and they can use your Wisdom modifier for checks made with them. The tools last for up to 6 hours.

Workshop Focus

Through your years of handicrafts you become a master of focusing on many, many tasks at once.
You can choose to maintain concentration on two spells at once, but you get disadvantage on saving throws to maintain concentration on them.

A Crochet Hook of Time, A Knitting Needle of Space

You can pull time and reality apart, as if pulling out a loose thread. As a reaction when a creature finishes their turn, you can pull their actions apart, forcing them to restart their turn. They cannot take the same actions they did before.
To use this feature you need at least 3 threads on your Strings of Magic Handicraft. They are destroyed upon using this feature.

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