Base Class: Cleric
What do missionaries do?
- Teach about their religion
- Convert people to their faith
- Provide services like education, health care, and economic development
- Engage in charitable work
Where do missionaries go?
- Missionaries can work in local communities or internationally
How do people become missionaries?
- Get trained at a school, seminary, or program
- Volunteer with a similar ministry
- Take training on how to minister to specific religious groups
- Visit another country to get hands-on experience
What are some responsibilities of missionaries?
- Their first responsibility is to God
- They also have a responsibility to their temple or missions agency
Level 1: Call for Mission
You gain a bonus to certain skill checks equal to your wisdom modifier. When you gain this ability you gain the bonus to your Persuasion and Performance ability checks.
At higher levels you gain additional skills you may add to. At 6th level, History and Religion. At 17th level, Perception and Insight (effectively adding twice wis)
Level 2: Missionary Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Missionary Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Friends,Charm Person,Healing Word, Lesser Restoration,Hold Person |
| 5 | dispel Magic, remove curse |
| 7 | Death Ward, Charm Monster |
| 9 | Greater Restoration, Hold Monster |
Level 3: Awe the Masses
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity. Creatures of your choice up to half your cleric level rounded down within 120 ft of you that can see your holy symbol must make a wisdom saving throw against your spell save DC. A magical effect of your choice manifests at each of the creatures. On a failure they are Blinded and Deafened, Charmed, Frightened, Poisoned, or Grappled of your choice for a number of rounds equal to your proficiency bonus. At the end of each of their turns they repeat the save ending the effect on a success. Once a creature has successfully saved against Awe the Masses they become immune to this ability for 24 hours. (Flavor this based on your deity and the special effect that comes from the condition. Such as vines reaching up to grapple, or blinding light, etc)
Level 6: Affect the Masses
When you cast a spell that when upcasted targets additional creatures you may double the number of creatures you can target for the spell (Including if you do upcast the spell), or impose disadvantage if you only target a single creature. You can do this a number of times equal to your proficiency bonus.
Level 8: The Book
You gain access to your Deity’s book and able to distribute it. You may use “The Book” without attunement. You may purchase “The Book” (see homebrew) common rarity at 400 gp. Once per quest you can give out 1 book without paying cost to an NPC. This book must be of your deity or religion.
Level 17: Miracle
As a magic action you perform a miracle with your ways. Powerful ones that reach beyond the time and space boundaries of the existence of mortals. The strenght of the miracle is directly proportionate to the god being called upon’s influence upon the affected areas.
Depending on the nature of the being you call upon and the power that they extend to the realm you call their power on. You get one of the following effects as determined by the DM
- A power effect that reshapes the nature of the problem or Conflict. You describe the effects of what you desire and the DM determines what happens.The miracle can accomplish anything, so long as that task could be accomplished by a single casting of the wish spell and is something within the Gods power that you are calling upon. The DM can determine the effects of the miracle based upon the influence of the god, relevance of the task compared to their domain, and their own biased decision making. For example, a miracle might be able to influence a public opinion on an already popular topic. However, a miracle might not be able to introduce an entirely new idea a person couldn't reasonably come up with on their own. The overall outcome should be favorable to the character.
- Your divine being grants you a divine proxy that acts in the interests of the being you called upon. The proxy is a God Aspect (approved summons) or other powerful statblock (stock monster including named ones). The proxy lasts for 3 rounds of combat or out to 1 hour out of combat.
Once you use this ability you cannot use it again until you take a long rest.
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