Cleric
Base Class: Cleric

  The cleric belongs to a cult religion of a letter deity or demigod.  There are numerous lesser deities throughout different religions, this domain is a generic dogma pantheon of such a cult religion.  This cleric's cult has had exposure to the entity they worship and have witnessed their power first-hand.  They may embellish the power of their deity, but they know the individual they worship exists and they have the power of a divine entity.  The deity they worship will not have the stature of a greater (or intermediate) deity, but they can still grant their dedicated abilities through worship.

  This subclass has been constructed with many options to act as cannon for many different types of lesser deities that attract worshippers.  There may be other deities that fall outside the scope of this subclass, but the guidelines of this subclass should cover the vast majority of religious cults for many campaign worlds.

  The early times of these clerics may be plagued with doubt, but by the time they reach the status of a 3rd level cleric, they would have seen the power of the deity they worship.  The cleric will be blessed with their abilities through an event called an "Awakening" where their faith will grant them the abilities to spread the deity's influence.

Lesser Deity Domain Spells

Cleric Level

Spells

3rd

darkvision, detect magic, enhance ability, false life

5th

clairvoyance, protection from energy

7th

freedom of movement, locate creature

9th

commune, scrying

Awakening

3rd level Lesser Deity Domain feature

  When the cleric chose this domain at 3rd level, they gained certain abilities based upon the type of lesser deity they worship.  There are six basic types of lesser deities that attract worshippers: elemental, exclusive groups, geographical, heroic, principle, or prophets. The cleric has chosen one of these deities, and were blessed with abilities to help their deity spread influence and attract more worshippers.

Elemental Influence

  The cleric worships a deity of elemental influence. The deity has granted them the ability to speak primordial and use their reaction to dampen elemental attacks. The cleric can use this  "Elemental Diffusion" twice between long or short rests. This ability can be used to reduce the damage caused by any acid, cold, fire, lightning, or thunder attack, by half. A use of this ability will reduce the damage caused to all targets of that attack. This ability can only dampen attacks that originate from a source within 60'-feet of the cleric.

Exclusive Group Influence

  The cleric worships a lesser deity that spreads its influence through representation of a specific group.  The deity could represent dwarves, a certain group of ogres, left-handed people, etc.  The cleric will be blessed an additional language of their choice, and an ability to cast a special form of Healing Word (called "Healing Blessing",) once per short rest.  This Healing Blessing can heal one willing target within spell range, for each point of the caster's proficiency bonus.  Each target will receive 2d4+ (Cleric's Wisdom Modifier) hit points of healing.

Geographical Influence

  The cleric worships a lesser deity that spreads its influence through their relation to a geographical boundary (God of the Great Mountain, God of the Misty Bay, God of the Mysterious Valley, etc.).  The cleric gains a +5 to their base walking speed, will no longer be hindered by difficult terrain, and will gain Speak With Animals as a bonus spell.  At 5th level they will gain Speak with Plants as well.  Neither of these two bonus spells will count against their known spells.

Heroic Influence

  This cleric's deity spreads their influence through acts of heroism.  The cleric gains a +1 bonus to hit with all melee weapons, and an ability called "Heroic Reaction".  This ability allows the cleric to use their reaction to reroll any attack or a saving throw, and it can be used twice between long or short rests.

Principle Influence

  The cleric worships a lesser deity that spreads its influence through an intellectual philosophy, trade, or principle (God of wisdom, God of literature, God of explorers, etc.)  The cleric will be blessed with the ability to speak a rare language, a skill in a artisan's toolset, and a a +2 bonus to Intelligence saving throws and skill checks.

Prophet Influence

  The cleric worships a lesser deity prophet that spreads its influence by predicting a series of upcoming events.  These deities have great ability to influence others by the philosophy of how just one act of virtue or sin can affect future events.  These clerics gain persuasion as a bonus proficiency, and an ability to add their Wisdom modifier to any two saving throws between long or short rests.  They must state before rolling that they wish to use this bonus.

Influence Affinity

3rd level Lesser Deity Domain feature

  When the cleric chooses this domain they gain the blessing of a half-proficiency in certain skills based upon what type of lesser deity they worship.  These bonuses to skills do not stack.  If there are other applicable bonuses to any of these skills, the greater bonus will apply.

Elemental Affinity

  The cleric's affinity to their deity grants them familiarity in arcana, nature, and survival.

Exclusive Group Affinity

  The cleric's affinity to their deity grants them familiarity in perception, persuasion, and survival.

Geographical Affinity

  The cleric's affinity to their deity grants them familiarity in nature, perception, and survival.

Heroic Affinity

  The cleric's affinity to their deity grants them familiarity in animal handling, athletics, and survival.

Principle Affinity

  The cleric's affinity to their deity grants them familiarity in history, investigation, and nature.

Prophet Affinity

  The cleric's affinity to their deity grants them familiarity in deception, intimidation, and religion.

Channel Divinity: Divine Influence

  As an action, the cleric presents their holy symbol, and influences others within 30'-feet with their deity's power for 1 minute. This influence will have the effect of either a bless or bane spell affecting a number of creatures equal to the cleric's proficiency bonus.  This affect does not require concentration to maintain. If the intended creature is not willing to accept the deity's influence, they will be allowed a Wisdom saving throw against the cleric's spellcasting ability to avoid the affect.

Apostille to the Deity

6th level Lesser Deity Domain feature

  At this level the cleric has been raised to the level of an apostille to their deity.  The deity's power will bless the cleric appropriately based upon why type of letter deity they are. The apostille will receive additional hit point per level they attain in their deity's service (+1 hit point per level in cleric.)  In addition to this, they will also receive a new benefit appropriate for a cleric of such stature.

Elemental Apostille

  The cleric gains the ability to cast protection from energy without having to concentrate on the spell.  They will be granted the ability to cast this spell once per short rest without having to use a spell slot, but to cast it more than that will require one spell slot per casting.  Elemental apostilles are no longer required to concentrate when casting this spell.

Exclusive Group Affinity

  You gain an ability to protect an ally with your deity's divine protection. You use your reaction to grant anyone within 30'-feet of you advantage on any saving throw, two times between long or short rests.  You must state you are protecting them before they roll their saving throw.

Geographical Apostille

  The cleric gains the ability to attempt to hide even if they are only lightly obscured. Natural foliage, heavy rain or show, fog, and similar visual obstructions, can be used by the cleric for purposes of concealment. Additionally, the cleric will also be able to misty step (as a natural ability,) a number of times between long rests equal to their proficiency bonus.

Heroic Apostille

  The cleric gains an additional +1 to your armor class while they are wearing armor.  This bonus will stack with other armor class bonuses unless the other bonus says it won't.

Principle Apostille

  The cleric gains an additional language and can raise a skill or tool they are proficient, to expert.

Prophet Apostille

  You can reroll any d20 Charisma saving throw or skill check roll of 5 or lower. You must accept the result of the new roll.

Divine Gift

17th level Lesser Deity Domain feature

   The cleric has been promoted to the highest rank under their Deity attainable.  With this rank the deity has given them their personal blessing. The cleric will gain a +1 bonus to all saving throws and they can choose to receive one of the following blessings: Blessed Intervention, Divine Armor, Divine Knowledge, or Summon Pandemonium.

Blessed Intervention

  Once per day you can use a bonus action to call on your deity to intervene on your behalf. When you do this, you will be instantly healed a third of your hit points. Additionally you will become resistant to all necrotic and radiant attacks and make all saving throws at advantage until the end of your next turn.  Once used, this ability will not become available again until dawn the following day.

Divine Armor

  Choosing this blessing permanently increases the cleric's total hit points by 20.  Additionally, they can use an action to summon a suit of divine armor to protect themselves once per day. This armor is incorporeal appearing over any other armor they are wearing, it will be weightless to them as if it were not even there, and it will increase their armor class by 3, stacking on any other armor bonuses they may have. This armor will last for 10 minutes and then vanish. It will not be able to be summoned again until dawn the next day.

Divine Knowledge

 The cleric attains two abilities that they can use once per day each. The fist ability "Summon Knowledge" allows them to make themselves proficient in any single language, skill, instrument, game set, or tool. The ability to retain this knowledge will remain until dawn the following day. The second ability "Divine Restoration" will allow them to instantly replenish any three used spell slots 5th level or lower. Once these abilities are used, they will not become available again until dawn the next day.

Summon Pandemonium

  The cleric gains the ability to choose up to six enemies up to 60'-feet away and within 30'-feet of each other, for a devastating attack. The cleric can use this ability one time per day and it requires a full action to summon. Upon use, they choose up to six targets within range and summon this ability. Each target is allowed a Wisdom save DC against the cleric's spellcasting ability to resist this effect. All those who fail will suffer 6d8 points of psychic damage and will no longer be able to tell who are enemies or allies.  They will attack anyone they can see randomly.  Successfully making this save will result in only half damage and no further effects. The inability to determine friend or foe will last for up to a minute and every round targets will able to reattempt their save to break the effect. Once someone breaks this effect, they will be immune to this effect for the next 24-hours.  Once this ability is used, the cleric will not be able to use this ability again until dawn the next day.

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