Cleric
Base Class: Cleric

According to the great Holy Texts, when the mortal realm was created, the gods blanketed the world in a veil of smoke to hide themselves. There were some truths too dangerous for mortals to know, and Clerics of Smoke believe there still are. Devoted to maintaining the secrets of the divine, Clerics of the Domain of Smoke serve their deities through the use of this ancient smoke, echoing back to the days when the gods clouded the skies to protect us from our own sense of wonder.

Smoke Spells

You gain domain spells at the cleric levels listed in the Smoke Domain Spells table. See the Divine Domain class feature for how domain spells work.

Smoke Domain Spells
Cleric Level Spells
1st disguise self, dissonant whispers
3rd misty step, shadow blade
5th fireball, gaseous form
7th greater invisibility, phantasmal killer
9th cloudkill, passwall

Blessings of Smoke

At 1st level, the gods of secrecy grant you their gift of smoke to confuse your enemies and hide your allies and yourself. As an action, you may spread a cloud of magical smoke in a 20 foot sphere at a point you can see within 60 feet of you. This smoke spreads around corners and over other objects or cover and it counts as magical darkness.

A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. You and creatures within 5 feet of you instead treat the area of smoke as lightly obscured. The cloud of smoke lasts for 10 minutes or until a wind of strong or greater speed (at least 20 miles per hour) disperses it. You may use this ability a number of times equal to your proficiency bonus per long rest.

Channel Divinity: Smokewalker

At 2nd level, you can use your Channel Divinity to infuse your body with the essence of smoke.

As a bonus action, you raise your holy symbol towards the sky and embrace the power of smoke, becoming partially transparent. For 1 minute, whenever you cast a spell, you move 5 feet in a straight line plus another 5 feet per spell level cast. When you move this way, you take on the form of a cloud of smoke and do not take any damage or invoke opportunity attacks until you finish the movement. This movement does not count against your regular movement each turn.

Suffocating Darkness

Starting at 6th level, the thick smoke that you produce hides insidious magic, slowly choking the life out of your enemies. Whenever a creature enters or starts their turn in the area of one of your smoke clouds, you may have that creature make a Constitution saving throw against your spell casting DC, taking 3d8 necrotic damage on a failure and half on a save.

Potent Spellcasting

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

Emissary of Smoke

Starting at 17th level, the obstructing power of smoke has become entwined with your magic. Whenever you cast a spell of level 1 or higher, roll 1d4. On a 4, you become invisible and produce a 10 foot radius plume of obstructing smoke. This smoke spreads around corners and over other objects or cover and it counts as magical darkness. 

A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. The cloud of smoke lasts for 10 minutes or until a wind of strong or greater speed (at least 20 miles per hour) disperses it. If you cast a spell of 1st level or higher while in a plume of smoke, you do not need to roll the 1d4. You become visible again after 1 minute or if you attack or cast a spell, whichever happens first.

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2022 2:12:26 AM
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2/27/2022 6:16:34 AM
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8/2/2022 5:48:08 PM
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