Cleric
Base Class: Cleric

You are beholden to an entity that you’ve encountered throughout your dreams and reveries. This being could be a god or other immortal entity from the outer planes, a creature birthed from your very own boundless desires, worst nightmares, or maybe you’re just imagining things. Despite the abilities you gain from your worship as a Cleric, you are not entirely sure if it is real or if you imagined something so vivid it became real. Many Clerics of this domain have crafted their own deities to become cult leaders.

The Imagination Domain taps into the yet untamed power of the weave in the form of Wild Magic. From Tempest gods charmed by its raw power, Arcana and Knowledge gods looking to study this form of magic, to the Trickery gods and even Fey attracted to the randomness of Wild Magic, many different beings can have the Imagination Domain in their portfolios, but the infinite possibility behind Wild Magic tends to lend itself to beings of beauty, art, and creation who believe Wild Magic comes from each individuals’ imagination. Clerics of this domain tend to be quite creativity. Perhaps you are too eccentric for your own good or are known for being dangerously whimsical. No matter your personality, your imagination seeps into your faith allowing you to bring what you imagine into the material world.

Spark of Imagination

You gain the Minor Illusion cantrip and 1 additional 1st level spell of your choosing from any spell list. Minor Illusion doesn’t count against the number of cantrips you know. Whichever 1st level spell you’ve chosen counts as a Cleric spell for you, you always have it prepared, and it doesn’t count against the number of Cleric spells you know.

Dreams To Reality

Starting at 1st level, your imagination runs wild trapping into the magic of the weave to give yourself Advantage on one D20 Test. Once you do so, you must use one of your Channel Divinity features or finish a Long Rest before you can use this feature again.

If you do use one of your Channel Divinity features before you finish a Long Rest, automatically roll on the Wild Magic Surge Table to bring those daydreams to life. You then regain the use of this feature. 

WILD MAGIC SURGE TABLE
1D100 EFFECT

01–04

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

05–08

A creature that is Friendly towards you and your allies appears in an unoccupied space within 60 feet of you. The animal is under the DM’s control and disappears after 1 minute. Roll a d4 to determine which animal appears: on a 1 a Swan appears with the Flyby trait and Beak action; on a 2 a Mastiff appears; on a 3 a Giant Octopus appears; and on a 4 a Giant Crocodile appears. See the Monster Manual for the creature’s stat block.

09–12

Your body begins to melt for the next 2 rounds. During this time all of your attacks are at Disadvantage. Once melted you remain as a puddle for 1 minute, during which time your are Incapacitated and you are immune to all damage except Lightning and Cold damage.

13–16

A deck of 52 playing cards spray from your location and become medium sized constructs with a challenge rating of 1. They are Friendly toward you and your allies. Each can use halberds shaped like their suit for attacks or use themselves as a fortresses to protect. The army of cards follow your commands (no action required) and use pact tactics.

17–20

Make a Wisdom saving throw. On a failed save, at the next stroke of midnight you transform into a Goblin. The effect lasts until someone casts Remove Curse to change you back.

21–24

You are subjected to an effect that last for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you will have a green, nauseating stench for one week even if you bathe or use magic; on a 2, you shrink to the height of a rat, during which your size is considered Tiny; on a 3, you’re surrounded by a feint, ethereal music only you and creatures within 5 feet of you can hear; on a 4, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from you face and vanish; on a 5, you are obscured by illusory butterflies that flutter in 30 feet around you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom ([skills]Perception[/skills] checks; on a 7, when you speak your voice is thrown randomly from spaces around you and sounds like anyone you are familiar with; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.

25–28

You can take 1 addition action immediately.

29–32

You gain 1 point of [Tooltip Not Found] as you begin to shiver, sneeze, and cough with illness. After your next Long Rest make a Constitution saving throw. On a failure, you gain another point of Exhaustion and the effect persists until you succeed against your spell save DC or until someone casts Lesser Restoration or something similar on you.

33–36

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet and touches down in a 20 feet cylinder of whirling raging winds for 10 minutes. All creatures within 40 feet of the tornado must make a DC 15 Strength saving throw or be pulled into the tornado along with all objects. When it ends watch out for falling debris.

37–40

For the next 10 minutes you have Disadvantage on all attack rolls with a weapon as it animates. It might go limp, run away, or even try to wrestle you.

41–44

If you targeted a creature, they must make a Wisdom saving throw against your spell save DC. If there is no target you must make the save. On a failure, the target loses their memory. A Greater Restoration will restore their memory.

45–48

You turn into a potted plant until your next turn. While you’re a plant, you are incapacitated and have vulnerability to all damage. If you reach 0 hit points, your pot breaks and your form reverts to normal.

49–52

For the next minute, you do not have to roll any damage dice for spells. Use the highest number possible for each dice.

53–56

For 1 minute, your shadow becomes independent of you capable of attacking the shadows of others. Your shadow has your movement and attacks as your bonus action dealing 1d8 + your proficiency bonus necrotic damage.

57–60

Any object or creature of large size or smaller within 30 feet of you is encased in a weightless bubble as if you cast Resilient Sphere that begins to carry it away.

61–64

You grow to the height of Giants as if you were under the effects of Enlarge/Reduce, during which your size is considered Huge.

65–68

The DM gets to create the most inopportune illusionary object, creature, or other visible phenomenon for everyone on the battlefield. Every creature within 60 feet of this phenomenon must make a Wisdom saving throw or else become Frightened.

69–72

A spectral shield hovers near you for the next minute, grant you a +2 bonus to your AC and immunity to Magic Missile.

73–76

You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts it full duration. Roll a d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Faerie Fire; on a 4, Fly (cast on a random creature within 60 feet); on a 5, Witch Bolt; on a 6, Sleep (cast on yourself); on a 7, Magic Missile (cast at level 5); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw you turn into an Owl; on a 10, Color Spray.

77–80

A light begins to grow from inside your soul. Choose a creature within 10 feet of you and deal 2d6 Necrotic damage to them. You then regain the same amount you rolled in Temporary Hit Points.

81–84

It begins to snow in a 60 foot radius centered on the target. If you targeted a creature, the effect is centered on them. If you did not, then the effect is centered on you. The snow lasts for 1 minute and contact with it clears all status conditions as if Greater Restoration was cast.

85–88

Whenever you speak for the next minute, the vowels are cast from your mouth in a colorful smoke. Each creature who can see the this within 120 feet must make a Wisdom saving throw against your spell save DC. On a failure, they are Charmed.

89–92

If you targeted a creature, they must make a Wisdom saving throw against your spell save DC. If there is no target you must make the save. On a failure, the creature enters a dream-like trance and begins waltzing alone. In their heads, you control the environment and the creature is Charmed by you for 1 minute. In your head, the DM controls the environment. The creature can repeat the save at the end of each of their turns ending the effect on a success.

93–96

If you targeted a creature, it make a DC 15 Constitution saving throw. If you did not target a creature, you become the target and must make the save. If the saving throw fails by 5 or more the target is Petrified. On any other failed save the target is Restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming Petrified on a failure and ending the effect on a success. The petrification lasts until the target is freed by Greater Restoration spell or similar magic.

97–00

Roll 1d6: on a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet regain 2d10 Hit points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet go you regains their lowest-level expended spell slot; on a 5, you and all your allies gain the effects of a Heroes’ Feast; on a 6, all the effects from 21-24 affect you simultaneously.

Channel Divinity: Creative Liberties

At 2nd level, you can use your Channel Divinity to bolster or penalize yourself of those around you. As part of an action used to cast a Cleric spell of 1st level or higher, you present your holy symbol and imagine a visual phenomenon that confers one of the following effects of your choice to any creature within 60 feet of you:

  • For 10 minutes, the creature can roll a d4 whenever making an attack roll, ability check, or saving throw and add the number rolled to their D20 Test as a bonus or penalty (your choice). All unwilling creatures must make a Wisdom saving throw against your spellcasting DC.
  • Roll a d4. The creature regains a number of expended spell slots equal to the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a Long Rest.

At higher levels, the d4 upgrades to a d6 at 6th level, d8 at 10th level, d10 at 14th level, and a d12 at 18th level. Additionally, using this feature increases your Wild Magic Surge probability by 1 for each use equal to your Wisdom modifier.

Vivid Imagination

At 6th level, you gain 1 additional 3rd level spell of your choosing from any spell list. You can cast the spell without expending a spell slot a number of times equal your Wisdom modifier (minimum of once). The spell counts as a Cleric spell for you, you always have it prepared, and doesn’t count against the number of Cleric spells you know.

In addition, whenever you roll on the Wild Magic Surge Table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same effect on both rolls, you can ignore the number and choose any effect on the table except for the last row. If the chosen effect involves a roll, you must make it.

Potent Spellcasting

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

Reimagined Circumstances

At 17th level, you can use your Channel Divinity to sow your imagination into the spells of other creatures. As a reaction, you can force a creature you can see within 120 feet casting a spell to make a Wisdom saving throw against your spell save DC. On a fail, you manipulate the magic directed at you or your allies by rolling on the Wild Magic Surge Table. Whatever spell was cast twists into the effect you rolled instead. If the effect is specified as being “centered on yourself” then the target of the effect is the caster.

Additionally, immediately after you use your Divine Intervention feature, you can create any effect of your choice from the Wild Magic Surge Table instead of rolling on the table. If the effect involves a roll, you can choose that as well. Once you use this feature, you can’t do so again until you finish a Long Rest. Whenever you trigger a Wild Magic Surge, you gain 1 additional use of your Channel Divinity equal to your max.

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