Cleric
Base Class: Cleric

The Goddess of Compassion, Diasa, is a living goddess manifested on the material plane.  She embraces compassion towards all, she is likable and endearing to all.  If her natural compassionate nature is resisted, she will use illusions and evasion as her defense.  She loves sparkly things, especially gems, and gains power from donations of gems and magic items.  

Followers of these Diasa learn patience, understanding, and compassion and try to apply those traits in their everyday life.  When patience fails however, Clerics of Diasa will use the illusions and skills granted to them by the goddess to protect themselves and those they call friend.  They actively spread the word of Diasa and tend to leave a feeling of goodwill behind wherever they go.

Faerie Domain Spells

You gain domain spells at the cleric levels listed.

Faerie Domain Spells

CLERIC LEVEL

SPELLS

1st

healing word, faerie fire

3rd

enthrall, pass without trace

5th

blink, plant growth

7th

aura of purity, charm monster

9th

dream, far step

Mind Ward

When you choose this domain at 1st level, you gain advantage against illusion and enchantment spells cast on you, as well as advantage on checks to overcome existing illusions.

Disciple of Diasa

Also starting at 1st level, you emit an Aura of Compassion.  The compassionate nature of your goddess flows through you.  Everyone within 30 feet regards you with less hostility. A Charisma saving throw can be made to ignore this effect.

If affected, hostile becomes indifferent and indifferent becomes friendly. 

  • A friendly creature wants to help the adventurers and wishes for them to succeed.
  • An indifferent creature might help or hinder the party, depending on what the creature sees as most beneficial.
  • A hostile creature opposes the adventurers and their goals but doesn't necessarily attack them on sight.

Channel Divinity: Turn Monstrosity

As an action, you present your holy symbol and speak a prayer censuring monstrosities. Each monstrosity that can see or hear you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. lt also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Channel Divinity: Faerie Illusion

Starting at 2nd level, you can use your Channel Divinity to create an illusion of faerie around yourself and a duplicate of yourself. As an action, you create a perfect faerie illusion of yourself and a faerie duplicate that lasts for I minute. The duplicate appears in an unoccupied space that you can see within 30 feet of you. The duplicate cannot move, but you can cast spells as though you were in the duplicate's space using your own senses. Additionally, when both you and your duplicate are within 5 feet of a creature that can see the duplicate, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

You may choose the form of a Pixie, Sprite, or Dryad for your illusion, but your size does not change.

  • If Pixie, you can cast Phantasmal Force as part of creating the Faerie Illusion
  • If Sprite, you gain +1 to attack and +1 to damage on your attack rolls if you are in a forest or grove
  • If Dryad, you may speak with plants for the duration of the illusion

Channel Divinity: Holy Reflection

Beginning at 6th level, you may choose up to six creatures in a 30-foot-radius sphere centered around yourself. Each creature you choose temporarily gain the ability to reflect damage done back to their attacker for up to 1 minute.  25% of all damage done to each creature is reflected back to the attacker as radiant damage.   If the damage taken is enough to reduce the creature to 0 hit points, no damage is reflected back to the attacker.  If the attacker is more than 120' away from the creature it is attacking, it takes no damage from reflection. If the reflected damage kills the attacker, the creature gains temporary hit points in the amount of reflected damage dealt. 

The affect ends if the cleric is reduced to 0 hit points or incapacitated.  

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 cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Fairie Illusion

Starting at  17th levei, you can create up to four duplicates of yourseif, instead of one, when you use Fearie Illusion. 

You may now choose additional forms of Satyr, Korred, or Eladrin for your illusion.  

  • If Satyr, you now have advantage on saving throws against spells and other magical effects.
  • If Korred, you may cast conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only)
  • If Eladrin, you may choose any creature within 60ft of you or one of your illusions, that creature must make a DC14 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The creature can repeat the saving throw at the end of each of their turns ending the effect and cannot be charmed again for the next 24 hours. If the charmed creature is damaged it may repeat the saving throw.  You may have up to 5 creatures charmed in this way, but may only attempt 1 charm per round.

 

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