Cleric
Base Class: Cleric

 Saga of the Willing Vessel

The Saga of the Willing Vessel teaches Clerics who devote themselves entirely to the tales of the past lose some of their own mortality, becoming an empty vessel to be filled by the gods. Though these gods are dead, some of their will lingers on and lives within those rare clerics who enter a state of prayer so deep that their will is no longer fully their own.

Many Willing Vessels follow in the footsteps of Limgri Lightbringer, the member of Kentigern’s Seven Heroes who defeated Gormadraug. Limgri was a beacon of hope and kindness in dark times, but also a fearsome opponent on the battlefield. Harboring a spirit of divine will, Limgri was able to command the souls of those who faced them in battle, as well as stir the spirits of their allies.

USING MANEUVERS:

You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers will require your target to make a saving throw to resist the maneuver’s effects.

Cleric Martial Maneuver save DC: 8 + proficiency bonus + your Wisdom modifier

Willing Vessel Domain

Cleric Level Maneuver Points Maneuvers Known
1st 1 2
2nd 1 2
3rd 2 2
4th 2 2
5th 3 3
6th 3 3
7th 4 3
8th 4 3
9th 5 4
10th 5 4
11th 6 4
12th 6 4
13th 7 5
14th 7 5
15th 8 5
16th 8 5
17th 9 6
18th 9 6
19th 10 6
20th 10 6

Willing Vessel Domain Spells

DOMAIN SPELLS
You gain domain spells at the cleric levels listed in the Willing Vessel Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. Domain spells that don’t appear on the cleric spell list are nonetheless cleric spells for you.

Willing Vessel Domain Spells
Cleric Level Spells
1st command, divine favor
3rd augury, enhance ability
5th bestow curse, tongues
7th banishment, death ward
9th commune, hallow

Divine Possession

1st-level Willing Vessel Domain feature

When you take this domain at 1st level, you learn some of the talents of the entity that possesses you, gaining proficiency with martial weapons and heavy armor.

Additionally, you are safeguarded against being possessed by entities you do not willing give yourself to. At the end of your turn, if you are possessed by a creature, that creature is forced out of you, appearing in the nearest unoccupied space that it can fit in, and the possession ends.

Maneuver Points

1st-level Willing Vessel Domain feature

MANEUVER POINTS
Channeling the heroes from the old sagas is no easy task, and your pool of maneuver points represents the limit of your abilities to do so. Your class level determines the number of maneuver points you have, as shown in the Maneuver Points column in the Willing Vessel Archetype table below. You regain all spent maneuver points at the end of a long rest.
Your cleric magic can bolster your capacity to use maneuvers. As a bonus action you can expend one cleric spell slot to gain additional maneuver points. You can convert cleric spell slots you have into maneuver points based on the table below.

Spell Slot Level

Maneuver Points

1 – 3rd

1

4 – 5th

2

6 – 7th

3

8 – 9th

4

Willing Vessel Maneuvers

WILLING VESSEL MANEUVERS

The Saga of the Willing Vessel teaches warriors to be zealous crusaders that value their ideals more than their own life. Such warriors are on the front lines of every battle they can find, and their maneuvers aid them in striking with immense power, shrugging off blows that would slay a lesser warrior, and manipulating the life force within their own body and the bodies of their foes, to grant themselves additional power.

MARTIAL MANEUVERS
You have trained in the manner of heroes from the old sagas, and now you can perform certain martial maneuvers. A maneuver requires you to spend maneuver points to use it.
You know two maneuvers of your choice from the list below. You learn additional maneuvers at 5th, 9th, 13th, and 17th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.

The maneuvers are presented in alphabetical order.

Blessed Steel (3 Points)

As an action, you can spend 3 maneuver points and bless your armor and weapons. For 1 minute or until you lose concentration, you gain a +1 bonus to AC if you are wearing medium or heavy armor, a +1 bonus to AC if you are wielding a shield, and a +1 bonus to attack and damage rolls with a melee weapon you are wielding.

You can spend additional maneuver points on this feature. For each additional 2 maneuver point you spend (up to 4 additional), increase the bonuses provided for wearing armor, shields, and the bonus to attack and damage rolls by 1.

Divine Awe (1 point)

You inspire awe with your battle prowess. When you hit a creature with a melee weapon attack, you can spend 1 maneuver point and that creature must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn and drop prone.

Divine Edict: Destroy (4 points)

As a bonus action, you can spend 4 maneuver points and enter a divine violent frenzy for 1 minute. For the duration, you have advantage on melee weapon attacks and your melee weapon attacks deal an additional 2d8 necrotic damage. At the end of your turn, you take 1d8 psychic damage if you have not made a melee weapon attack roll against an enemy creature this turn.

Divine Edict: Protect (4 points)

As a bonus action, you can spend 4 maneuver points and enter a divine protective fervor for 1 minute. For the duration, you can use your reaction when a creature within 10 feet of you takes damage to redirect the damage to yourself instead. You have resistance to any damage you redirect in this way. Other creatures within 10 feet of you also get a +2 bonus to their AC. If you end your turn and are not within 10 feet of an allied creature, you take 1d8 psychic damage.

Fading Memory (4 points)

As an action, you can spend 4 maneuver points and become incorporeal until the start of your next turn. While incorporeal this way, you have immunity to bludgeoning, slashing, and piercing damage and vulnerability to radiant damage. In this state, you cannot cast spells or make weapon attacks.
You gain a special melee spell attack that you can make against a creature within 5 feet of you that you can see. On a hit, it deals 4d8 necrotic damage, and the target must succeed on a Wisdom saving throw or be stunned until the end of its next turn.
At the start of your turn, instead of ending this maneuver, you can spend 1 maneuver point (no action required) to continue its effects until the start of your next turn.

Ghostly Avenger (3 points)

You are guarded by a shred of your god’s will, which appears as a ghostly figure clinging to your shoulders. As a reaction when you take damage from an attack from a creature you can see within 30 feet of you, you can spend 3 maneuver points and manifest this will.

You gain resistance to the damage from that attack and the ghostly figure lashes out, dealing damage equal to the damage you took from the attack to the creature that made the triggering attack. This damage is radiant or necrotic (your choice).

Heretical Brand (3 points)

You strike an enemy, declaring them an offense to your god’s will. When you hit a creature with a melee weapon attack, you can spend 3 maneuver points and that creature is marked with a sigil.

For the next 1 minute, you can you use your bonus action to cause the sigil to burn, and the target must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one.

Impelled Attack (1 point)

Your faith guides your hand. As a bonus action, you can spend 1 maneuver point and make one weapon attack.

Overpowering Will (5 points)

As an action, you can spend 5 maneuver points and touch a humanoid, giant, or dragon and overwhelm its soul. The creature must succeed on a Charisma saving throw or be overwhelmed for 1 minute or until you lose concentration.

While overwhelmed, the creature takes no actions or movement on its turn. Instead, whenever you take an attack action or move, the creature takes the same attack action or moves if it can. You decide how to resolve the action or movement. At the end of each of the creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. The attack action you make is mimicked by the affected creature. For example, if you hit a creature with a sword, an affected giant might use its club or slam.

Creatures do not move into obviously dangerous situations, like into a raging fire or off a cliff, but might move into dangerous situations that it cannot perceive.

Soul Twist (2 points)

Your weapons can damage a creature’s soul directly. When you hit a creature that isn’t a construct or undead with a melee weapon attack, you can spend 2 maneuver points and that creature takes an additional 2d6 necrotic damage and must make a Constitution saving throw. On a failed save, the target is poisoned until the end of its next turn.

Spirit Surge (2 points)

You bless your attack as it strikes, healing allies and dealing extra damage to foes. When you hit a creature with a melee weapon attack, you can spend 2 maneuver points, and that creature takes an additional 2d8 radiant damage, and an ally of your choice that you can see within 30 feet of you regains hit points equal to the radiant damage this maneuver added.

Warded Vessel (2 points)

As danger looms, the presence within you rises to the fore, warding off harm. As a reaction, you can spend 2 maneuver points and reroll a failed saving throw, taking the new result if it is higher.

Whispers of the Divine (1 points)

As an action, you can spend 1 maneuver point and press your holy symbol to a creature and allow part of your god’s presence to seep into their mind. For 1 minute, the next time that creature makes an attack roll or casts a spell, it takes 2d8 psychic damage unless it succeeds on a Wisdom saving throw. This does not prevent the attack roll or the spell from being cast.

Channel Divinity: Divine Stance

2nd-level Willing Vessel Domain feature

At 2nd level your martial training allows you to develop a battle stance suffused with divine power.

As a bonus action, you can enter this stance for 1 minute and choose two of the benefits below. At 6th level in this class, you can add one additional benefit, and at 18th level in this class you gain all of the benefits.

● Divine Armor – You gain a +1 bonus to your AC while in this stance.

● Divine Heroism – At the end of each of your turns for the duration, you gain temporary hit points equal to your proficiency bonus.

● Divine Shroud – When a creature you can see would make an attack against a creature that isn’t you, you can use your reaction to give that creature disadvantage on the attack roll.

● Divine Punishment – When you deal damage with a melee weapon while in this stance, you can reroll any roll of 1 on the weapon’s damage dice, but you must use the new roll.

● Divine Resilience – The first time you would be reduced to 0 hit points while in this stance but not killed outright, instead you can drop to 1 hit point.

Divine Armor

2nd-level Willing Vessel Domain feature

At 2nd level your martial training allows you to develop a battle stance suffused with divine power.

As a bonus action, you can enter this stance for 1 minute and choose two of the benefits below. At 6th level in this class, you can add one additional benefit, and at 18th level in this class you gain all of the benefits.

● Divine Armor – You gain a +1 bonus to your AC while in this stance.

Divine Heroism

2nd-level Willing Vessel Domain feature

At 2nd level your martial training allows you to develop a battle stance suffused with divine power.

As a bonus action, you can enter this stance for 1 minute and choose two of the benefits below. At 6th level in this class, you can add one additional benefit, and at 18th level in this class you gain all of the benefits.

● Divine Heroism – At the end of each of your turns for the duration, you gain temporary hit points equal to your proficiency bonus.

Divine Punishment

2nd-level Willing Vessel Domain feature

At 2nd level your martial training allows you to develop a battle stance suffused with divine power.

As a bonus action, you can enter this stance for 1 minute and choose two of the benefits below. At 6th level in this class, you can add one additional benefit, and at 18th level in this class you gain all of the benefits.

 ● Divine Punishment – When you deal damage with a melee weapon while in this stance, you can reroll any roll of 1 on the weapon’s damage dice, but you must use the new roll.

Divine Resilience

2nd-level Willing Vessel Domain feature

At 2nd level your martial training allows you to develop a battle stance suffused with divine power.

As a bonus action, you can enter this stance for 1 minute and choose two of the benefits below. At 6th level in this class, you can add one additional benefit, and at 18th level in this class you gain all of the benefits.

 ● Divine Resilience – The first time you would be reduced to 0 hit points while in this stance but not killed outright, instead you can drop to 1 hit point.

Divine Shroud

2nd-level Willing Vessel Domain feature

At 2nd level your martial training allows you to develop a battle stance suffused with divine power.

As a bonus action, you can enter this stance for 1 minute and choose two of the benefits below. At 6th level in this class, you can add one additional benefit, and at 18th level in this class you gain all of the benefits.

● Divine Shroud – When a creature you can see would make an attack against a creature that isn’t you, you can use your reaction to give that creature disadvantage on the attack roll.

Extra Attack

6th-level Willing Vessel Domain feature

Starting at 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Devout Sacrifice

8th-level Willing Vessel Domain feature

When you reach 8th level, you learn to channel your sacrifices to bolster your allies. When you take damage from an attack from a creature you can see, you can use your reaction to target an allied creature within 30 feet of you that you can see. That creature regains hit points equal to half the damage dealt to you by the triggering attack. You can use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest.

Divine Avatar

17th-level Willing Vessel Domain feature

At 17th level, your connection to the divinity within you allows you to temporarily channel raw divine energy, like the gods of old. As an action, you can spend 6 maneuver points and become divinely empowered for 1 minute.

While empowered this way, luminous wings sprout from your back, giving you a flying speed of 60 feet. You also have advantage on saving throws against spells and other magical effects, and you have resistance to radiant and necrotic damage.

For the duration, as an action, you can choose to either make a ranged spell attack against a creature you can see within 60 feet, dealing 6d8 radiant damage on hit, or touch a creature within 5 feet and restore 6d8 hit points.

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