Cleric
Base Class: Cleric

Clerics who serve Lapin, The Harbinger of Change, are agents of cosmic chaos and transformation. Their divine power allows them to reshape reality, turn the tides of fate, and encourage those around them to embrace the unexpected. These clerics view the world not as a series of rigid events but as an ever-shifting, comedic play full of potential for change and laughter. Whether they use their powers for personal gain, to entertain, or to spread the absurd, their faith in Lapin shapes them into unpredictable, eccentric individuals who act as both tricksters and healers.

Level 3: The Trickster's Blessing

Your divine power manifests in subtle but potent ways. You gain proficiency in Deception and Performance, and you can cast Disguise Self and Lapin's Whimwoven Mirage

When you cast Disguise Self, you may alter your appearance in comical ways, such as appearing as a rabbit, an exaggerated caricature of someone you know, or transforming into a humorous version of a creature you’ve encountered.

 

Lapin's Whimwovern Mirage

Lapin's Whimwovern Mirage

Level 3: Whimsy Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Whimsy Domain Spells table, you thereafter always have the listed spells prepared.

Cantrips

Prankster's Bolt, Prestidigitation

3rd

Cure Wounds, BlessMirror Image

5th 

Celestial Havoc, Animate Objects, Mass Cure Wounds

7th

Teleport, Regenerate

9th

Wish, Teleportation Circle

 Cleric Level Spells 

 

Celestial Havoc

Celestial Havoc

Prankster's Bolt

Prankster's Bolt

Level 3: Channel Divinity: Cosmic Intervention

As a divine trickster, you can alter the course of fate in the blink of an eye. As an action, you can use your Channel Divinity to twist reality in one of the following ways:

1. Warped Fortune

You twist the threads of fate, letting Lapin’s chaotic humour decide the outcome. When you cast this spell, the DM secretly rolls a d100 and consults the Wild Magic Surge table, determining whether the effect is a Boon or a Bane. The caster then chooses whether to apply the effect to the target themself, or another creature within range 30ft, unless the result on the table explicitly states that the DM decides or leaves it to DM discretion.

Optional Flavour: When Lapin’s laughter fills the air, the effects often manifest as visual absurdities — multicoloured sparks, upside-down rainbows, or bursts of harmless confetti.


2. Prankster’s Gift

Choose one creature you can see within 30ft. The target gains a bonus to its next ability check or attack roll — but first must perform a comical act to earn Lapin’s blessing.

How it Works:

  1. The creature or player must describe or act out a comical act — a joke, silly motion, pun, or brief performance.
  2. The DM and any unparticipating players give the act a score from 1 to 10, based on how funny, creative, or entertaining it was.
  3. The DM interprets the scores and determines the bonus to apply to the target’s next roll:
Reaction Bonus
Polite Laughter +1d4
Genuine Laughter +1d6
Uproarious Applause +1d8

 

Optional Flavour: Comical acts may create minor, harmless magical effects such as laughter, sparkles, musical notes, or the faint scent of candyfloss — reflections of Lapin’s benevolent chaos.

At Higher Levels:
At the DM’s discretion, multiple creatures may be affected. Each must perform their own act (individually or collectively) and receives a bonus determined separately by their performance’s total score.

Level 6: Chaotic Healing

You can use your connection to Lapin to heal and surprise your allies in equal measure. When you cast a healing spell, you may choose to infuse the healing with an unpredictable twist. Roll a d6 to determine the effect:

  • 1-2: The healing effect causes the target to have advantage for their next attack roll.
  • 3-4: The target gains a +1d4 bonus to a random ability check, saving throw, or attack roll within the next minute (DM’s discretion)
  • 5-6: The target is healed as usual, but the healing spreads to one additional creature within 10 feet of the original target (this healing is halved).

Additionally, when you use Chaotic Healing, you may choose to cast it in a random direction or shape—such as causing the healing energy to leap across the battlefield like an energetic spark.

Level 6: Divine Trickster’s Escape

You gain the ability to escape danger with divine whimsy. When an attack hits you, as a reaction, you can use your Divine Trickster's Escape. This causes the attack to miss. The attack is redirected toward a random creature within 10 feet of you (including enemies). The creature must make a Dexterity saving throw against your Spell Save DC to avoid the attack. On a success, it takes half damage. If it fails, it takes full damage.

This ability may be used a number of times equal to your wisdom modifier, per long rest.

 

Level 17: Harbinger of the Whimsy

Your mastery over the unpredictable nature of existence allows you to become a true Harbinger of Change. As an action, you can cause the fabric of reality to unravel for a brief moment. Choose one creature within 30 feet. The creature must succeed on a Charisma saving throw or be affected by one of the following effects for 1 minute:

1. Warped Perception: The creature sees everything around it as strange and nonsensical. It has a disadvantage on attack rolls, saving throws and ability checks, and any successful attacks against it cause it to become incapacitated for 1 turn. Creatures must repeat a saving throw at the start of their turn to break the effect or if 10 turns pass.


 2. Fate’s Laughter: The creature is surrounded by a burst of laughter. It takes 12d6 psychic damage and is stunned until the end of its next turn. Allies within 10ft who hear the laughter gain temporary hit points of 4d6.


 3. Absurd Transformation: The creature’s form is changed into a harmless, absurd shape (such as a rabbit, a balloon animal, or a wildly distorted version of itself). The creature is incapacitated for 10 turns and can make Wisdom saves at the end of each of its turns to return to its original form. After 3 consecutive failed Wisdom saves, the transformation becomes permanent.

  • The transformation can be reversed by the use of Wish or Divine Intervention.
  • If the creature’s hit points are reduced to 0 before the three consecutive failed saves, it immediately reverts to its original form.
  • Once you use this feature, you cannot use it again until you finish a long rest.

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