Cleric
Base Class: Cleric

Clerics of the Whimsy Domain are devoted followers of Lapin, the whimsical, chaotic god of transformation, humour, and cosmic disruption. Known for his radiant rabbit form and unpredictable nature, Lapin embodies the concept that nothing in life is permanent and everything is subject to change. His clerics, influenced by his divine trickster energy, are agents of transformation and disruption, using their powers to spread joy, challenge order, and manipulate reality in ways that defy expectations.

At the heart of the Whimsy Domain is the belief that the absurd and chaotic nature of existence is not something to be feared, but embraced. Clerics of Lapin use their divine magic to shape fate, turning even the darkest situations into opportunities for laughter and growth. Their powers allow them to create illusions, warp time, and manipulate emotions, all while leaving their enemies confused and vulnerable to their whims. Whether they are healing through the most unexpected methods, redirecting attacks with absurd precision, or confounding their enemies with comical distractions, these clerics thrive in chaos and unpredictability.

In combat, the cleric of Lapin wields their magic to alter the course of events, bringing unexpected twists to battle. Their Channel Divinity ability, Cosmic Trickster, allows them to twist fate, either granting a sudden advantage to their allies or forcing foes into an embarrassing misstep. Higher-level clerics can reshape reality itself, causing bursts of radiant energy, bending time, or revealing hidden truths in the midst of chaos. These powers are not just tools of war but are also a means to spread the divine message of change and joy, ensuring that nothing is ever truly as it seems.

In addition to their power to disrupt and transform, clerics of Lapin are champions of joy and justice, though their approach is unorthodox. They challenge oppressive systems and reveal the hypocrisy within rigid structures, always fighting for a balance between laughter and justice. To follow Lapin is to accept the ever-shifting, unpredictable flow of the cosmos, trusting that even the most absurd moments can be a source of profound insight and power.

Followers of Lapin are often seen performing pranks, illusions, and mischief as part of their worship, bringing joy to the world through celebration and absurdity. Their rituals, like Pranks of the Divine and Starry Revelry, create opportunities for followers to embrace chaos, laugh, and experience the cosmic balance that Lapin embodies. For Lapin, the greatest power lies not in controlling fate but in experiencing its ebb and flow with a sense of humour and grace.

Whimsy Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Whimsy Domain Spells table, you thereafter always have the listed spells prepared.

1st 

Tasha’s Hideous Laughter, Disguise Self

3rd

Mirror Image, Misty Step

5th 

Hypnotic Pattern, Counterspell

7th

Greater Invisibility, Banishment

9th

Dominate Person, Teleportation Circle

 Cleric Level Spells 

 

The Trickster's Blessing

You gain proficiency in Deception and Performance.

You can cast Disguise Self at will, allowing you to alter your appearance in comical ways (e.g., transforming into a rabbit, a caricature, or a funny version of another creature).

Once per short rest, when you cast Disguise Self, you can create a Minor Illusion as part of the transformation to confuse, amuse, or distract those around you.

 

Level 3: Channel Divinity: Cosmic Intervention

As a divine trickster, you can alter the course of fate in the blink of an eye. As an action, you can use your Channel Divinity to twist reality in one of the following ways:

  1. Prankster's Gift:  Choose one creature you can see within 30 feet.
    • The creature gains advantage on its next ability check or attack roll, but it must perform a random, comical act (like hopping in place, making a funny noise, or moving in an erratic direction) before it can act normally.
    • The effect lasts for 1 minute or until the creature succeeds in its next roll.
  2. Warped Fortune: Choose one creature you can see within 30 feet.
    • The creature must make a Wisdom saving throw.
    • On a failed save, you impose disadvantage on the next attack roll or saving throw the creature makes within the next minute.

Level 6: Chaotic Healing

You can use your connection to Lapin to heal and surprise your allies in equal measure. When you cast a healing spell, you may choose to infuse the healing with an unpredictable twist. Roll a d6 to determine the effect:

  • 1-2: The target gains additional temporary hit points equal to your Wisdom modifier.
  • 3-4: The healing effect is doubled for the next attack roll the target makes.
  • 5-6: The target is healed as normal, but the healing spreads to one additional creature within 10 feet of the original target (this healing is halved).

Additionally, when you use Chaotic Healing, you may choose to cast it in a random direction or shape—such as causing the healing energy to leap across the battlefield like an energetic spark.

 

Level 6: Divine Trickster’s Escape

You gain the ability to escape danger with divine whimsy. As a reaction when you are hit by an attack, you can use your Divine Trickster's Escape to cause the attack to miss.The attack is redirected toward a random creature within 10 feet of you (including enemies). The creature must make a Dexterity saving throw to avoid the attack. If it succeeds, it takes half damage. If it fails, it takes full damage. This ability may be used once per long rest.

 

Level 17: Harbinger of the Whimsy

Your mastery over the unpredictable nature of existence allows you to become a true Harbinger of Change. As an action, you can cause the fabric of reality to unravel for a brief moment. Choose one creature within 30 feet. The creature must succeed on a Charisma saving throw or be affected by one of the following effects for 1 minute:

  • Warped Perception: The creature sees everything around it as strange and nonsensical. It has disadvantage on attack rolls and ability checks, and any successful attacks against it cause it to become incapacitated for 1 turn.
  • Fate’s Laughter: The creature is surrounded by a burst of laughter. It takes 4d6 psychic damage and is stunned until the end of its next turn.
  • Absurd Transformation: The creature’s form is temporarily changed into a harmless, absurd shape (such as a rabbit, a balloon animal, or a wildly distorted version of itself). The creature is incapacitated for 1 round and can make a Wisdom saving throw at the end of each of its turns to return to its original form.

Once you use this feature, you cannot use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes