Base Class: Cleric
At the dawn of time, the Primes lit the spark of life in every living creature. This spark, however, has gradually begun to fade from the world since the advent of the Night Eternal in the first step towards the disappearance of the entire cosmos. A handful of bold champions, elected by the dying creator entities, have arisen to counter this crisis and defend the natural balance.
Among the Apostates of Rahidra, some individuals are chosen to act as priests and protectors of life. These guardians of the primordial spark are a light in the darkness and hope for those who intend to preserve the natural balance, keeping alive what remains of the Primes in the long struggle against the advance of nothingness.
Although it is a role typically belonging to the tribal culture of the Ejre and the Apostates of Rahidra, almost anyone can manifest a willingness to protect life from the advance of the Dark Mirror. The Primes give energy to these adventurers, and the power of the elements manifests on their invocation, as a redemption of a nature that withers slowly, but without giving in to its own destiny
Disciple of Creation
At 1st level, when casting a cleric spell of 1st level or higher, you can cast a cantrip learned through the Sparks of Creation feature as a bonus action (this feature allows you to ignore the rule of casting spells as a bonus action).
This feature can be used as many times as your Wisdom modifier (minimum 1), then you regain each use you spent after you complete a long rest.
Creation Domain Spells
. The Primes give energy to these adventurers, and the power of the elements manifests on their invocation, as a redemption of a nature that withers slowly, but without giving in to its own destiny.
Sparks of Creation
When you choose this domain at 1st level, you learn one cantrip of your choice from the following: produce flame, ray of frost, shocking grasp, shillelagh. All items on this list are to be considered cleric cantrips.
Channel Divinity: Breath of Creation
At 2nd level, you can use Channel Divinity to create a powerful echo of the Primes’ energy.
Using an action, you raise your holy symbol to invoke the power of one of the four elements (Fire, Air, Water, or Earth), producing an immediate effect on the battlefield and summoning an elemental spirit. The creature is summoned to a point within range and remains until it is reduced to 0 Hit Points, you are rendered unconscious or a minute has passed. The Mephit can receive orders telepathically, acting in the same turn as the summoner, starting from the turn following the one in which it was summoned.
A Mephit summoned through this feature does not have access to its Innate Spells. The effects produced when you use this feature are described below:
• Fire: Any creature in a 30 feet cone in front of you is hit by a scorching blast of lapilli and ash and takes fire damage equal to 1d4 plus your Wisdom modifier; in addition, a Steam Mephit is summoned.
• Air: You gain the ability to fly at a speed of 30 feet until the end of your next turn, and any creature, size Large or smaller, within 20 feet of you is pushed back 10 feet by the same mighty wind that lifts you; in addition, a Dust Mephit is summoned.
• Water: A sudden and violent downpouring of rain falls on the battlefield in a 30 feet radius around you, extinguishing any non-magical flame and giving fire resistance to all creatures present until the end of the following turn; in addition, a Steam Mephit is summoned.
• Earth: A tremor shakes the ground, creating difficult terrain in an area of 20 feet square beneath you (you must necessarily be in contact with the ground); any creature, size Large or smaller, that is in the area of difficult terrain falls prone ; in addition, a Dust Mephit is summoned.
Elemental Aegis
At 6th level, you can spend a spell slot of 1st level or higher as a Reaction when you take fire, lightning, cold, or thunder damage. The damage taken is reduced by 1d8 per spell level of the slot spent.
Primeval Strike
At 8th level, you gain the ability to infuse your attacks and spells with primal energy. Once per turn, when you hit a creature with a melee weapon attack or a cantrip learned through Sparks of Creation, you can deal 1d6 additional damage to the target. This damage can be chosen between fire, cold, lightning or thunder, of your choice. This damage increases to 2d6 when you reach 14th level.
Primordial Rhythm
At 17th level, when casting a Creation Domain spell of 1st level or higher, you roll 1d6: if the result is equal to or below the spell level, you regain a use of Channel Divinity, if usable (the number of maximum uses does not change).
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