Cleric
Base Class: Cleric

Long before magic was bent to the will of those dwelling on nardish, the arcanate began to reach out to those they deemed worthy with knowledge about the planes. It is belived the recipients of this information became the first planar clerics, fasinated by the worlds outside their own. These people played a huge role in the first acension rituals, and many still seek out the methods of entering the arcana, as well as the other planes.

Bonus Spells

When you choose this domain at 1st level, message is added to your cantrip list. The dimension door and blink spells are added to your spell list and can be cast once you have spell slots of the required level.

Elemental student

Also starting at 1st level, your knowledge of the planes grants you an advantage when facing the monsters that dwell in the elements. Whenever an elemental type monster targets you with an attack, you may use your reaction before the roll to impose disadvantage.

Channel Divinity: Ethereal glimpse

Starting at 2nd level, you can use your Channel Divinity to see into the ethereal plane.

As an action, you present your holy symbol and let your awarness drift into the ethereal. There, you can get an idea of the recent past, either small events from the last thirty minutes or significant events from the last 12 hours, at the dm's disgression. You may declare you seek some particular information but the dm may decide it is too insignificant to have an effect on the ether. These visions come to you as transleucent grey shapes lain over the material plane, and can give information about who has recently entered the area you stand in, for example.

Otherworldly Affinity

Beginning at 6th level, your interconnected nature means you are more familiar with the nature of fey, fiends and celestial beings, as well as gods and otherworldly beings such as the great old one (at the dm's disgression). When you encounter such a creature, you have advantage on any roll to determine it's nature or intent, or to persuade or decieve it. You also can use your reaction to impose disadvantage on any attack roll it makes against you, which you must do before it rolls.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can attempt to cause the attack to banish the creature, as of the banishment spell. (This does not cost a spell slot.) To determine if the strike suceeds, roll a d100; a success is where the number rolled is less than or equal to you cleric level. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Planar gatekeeper

Starting at 17th level, you can cast the gate spell for free once every seven days. You also know how to conduct the ascension ritual properly, and can guide others in doing so. You do not have to be part of the ritual, but must be present (and still lose some of the memory of the incident), and you are immune to being frightened by the runes afterwards.

Previous Versions

Name Date Modified Views Adds Version Actions
8/30/2019 5:19:33 PM
24
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes