Base Class: Cleric
A form of clergy most traditional to the Steel Ministry, and those in service of the Lord Ruler, their powers come from pure logic, rather than strictly faith.
The domain of numbers is concerned with continuous research to uncover the answers and the questions to life, the universe, and all there is. Clerics of this domain are constantly studying, usually holed up in their rooms with massive piles of books, or otherwise walking with their head hanging low, more focused on pages and scripts they’re holding and calculations they’re perfecting than the world around them, after all, those pages, words and numbers are how they express themselves, their faith, and how they see and interact with the world around them. They know calculations carry a deep power, and they are willing to use it for the betterment of their research.
Usually, clerics of the domain of numbers are seen as cold and individualistic, but they are individuals with several layers to their emotions, which are as complex as the equations they develop and solve. They would not have taken this arduous task of improving the world around them if they didn’t love it completely - they simply express their appreciation for this beauty in a way that is unique and divine.
Level 3: Triangulation
You gain proficiency in the Arcana, Investigation, or Nature skill (your choice).
As a bonus action, you can form a triangle of radiant energy between yourself and two other willing creatures that you can see within 60 feet of you until the start of your next turn. Each creature must occupy a separate space, forming the three points of a triangle. Creatures that are part of the triangle have advantage on attack rolls against any creature within the triangle, and creatures within the triangle have disadvantage on attack rolls against creatures forming the triangle.
If a creature inside the triangle attempts to move out of the triangle’s area, it must succeed on an Intelligence saving throw against your spell save DC. On a failed save, the creature is pushed 5 feet back toward the triangle’s center. On a successful save, it escapes but takes an amount of d6 in radiant damage equal to your Proficiency Bonus.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Level 3: Number Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Numbers Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Clue, Identify, Augury, Borrowed Knowledge |
| 5 | Clairvoyance, Counterspell |
| 7 | Arcane Eye, Divination |
| 9 | Commune, Contact Other Plane |
Level 3: Curve Mapping
As a Magic Action, you can lift your holy symbol and create a 30-foot radius sphere centered on you where your calculations start shaping the world around you. This sphere lasts for 1 minute, and while within it, as long as it’s non-magic material, you can use a bonus action to:
Transform any square inside the sphere into difficult terrain, or normal terrain if it was difficult.
Create a small wall in an unoccupied 5-foot space. This wall provides half cover to a creature positioned behind it and can be targeted and destroyed. It uses the AC and hit points appropriate to its material, as listed in the Objects section of the Dungeon Master’s Guide, and is immune to poison and psychic damage.
Form a 10-foot deep hole in the ground. If you do so under a creature, they must roll a Dexterity saving throw against your spell save DC or take the appropriate fall damage.
Raise a pair of 10 foot stairs. These stairs can be made to go upwards or downwards into the ground. They are stable and functional.
All changes made within the area become permanent (unless otherwise destroyed) and remain after the Channel Divinity ends.
Level 6: Calculation of Genesis
You have gotten faster with your calculations, and can better account for higher numbers in the grand scheme of things. While using your Triangulation ability, your triangle becomes further enhanced:
- You can use a Reaction when a creature casts a spell within the triangle or while forming it, immediately increasing the spell’s level by 1, to a maximum of 9th level.
- You can use a Reaction when a creature within the triangle or forming the triangle takes damage, reducing the damage by 1d6 + your wisdom modifier + your Cleric level.
- You can use a Reaction when a creature hits another creature within the triangle to add a number of additional d6 of force damage equal to your proficiency bonus to the attack.
Level 17: Kingdom of Geometry
Through intense study and insightful reflection, you have reached upon one of the myriad answers to the equation that is the universe. Your triangulation ability is further improved. All creatures of your choice within your triangle's area gain advantage on Saving Throws.
As an action, you can lift your holy symbol towards the heavens, where intricate and complex geometric patters, numerical calculations and arcane symbols will manifest, and target a creature within 30 feet of you, asking it for the answer to the universe’s equation.
The target must make a Charisma saving throw against your Spell Save DC.
On a failed save, they suffer an amount of d8 in radiant damage equal to their Wisdom Score, and temporarily lose 2d4 points of Wisdom (minimum of 1), which you may add to your Wisdom score, for a maximum of 30, until your next long rest. On a success, they only take half the damage and suffer no additional effects. A creature who's Wisdom score is reduced to 0 this way becomes comatose, until their Wisdom score is restored to atleast 1.
You can use this ability a number of times equal to half your proficiency bonus, and you regain all expended uses on a long rest. This ability cannot be used on summoned creatures or creatures that cannot speak any language.
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