Base Class: Cleric
The forest guardians have granted their blessing to the church to harness the powers of the Enchanted Lands.
Harness Land
You can use your Channel Divinity to channel the powers of the land for 10 minutes. For a 60ft radius, you gain access to the nature around you and can shift it's land to one of 6 climates:
[roll]1d6[/roll]
1. Arid) The land becomes a desert, the air is dry and the sun is hot. For each turn a creature ends it's turn in this domain, it's DEX score is reduced by 1 and it takes 1d4 fire damage. Creatures cannot regain their DEX unless they take a short or long rest or has Lesser Restoration cast on them. You are not affected by these effects.
2. Polar) The land becomes covered in snow and ice. It is difficult terrain and Creatures that start in the area must roll a CON save or be frozen (Petrified). At the start of their turns, they can repeat the save to break out of the ice. You are not affected by these effects.
3. Temperate) The land becomes a field of flowers and the temperature is mild. Creatures of your choice heal 1d4 at the end of your turn as long as they're in the area. You are affected by these effects.
4. Tropical) The land shifts into a rainforest and rains constantly. Creatures within cannot cast fire spells and the land is difficult terrain. You are not affected by these effects.
5. Oceanic) The land turns into sea floor, the area turns into a 300ft tall cylinder of water. Creatures within the body of water will start drowning unless they leave. You are not affected by these effects.
6. Highland) The land raises into a hill. The temperature is frigid but not overly cold. The land is raised by 30 ft and requires a climbing speed to ascend safely. You are not affected by these effect.
If the climate type is the same as the area you wish to alter, reroll. At level 10, you get to choose what region to shift the land into.
Holy Godmother
Using the grace of your holy lord, you can grant miracles and enchantments. Gain 5 enchantment spells: two cantrips and three level 1-3 spells that can be used up to 3 times per spell without using a spell slot. The cantrips have no limit to their use.
Princess's Voice
Animals are naturally drawn to you. You can cast speak with animals without using a spell slot, and you can cast beast bond without using a spell slot but it requires a performance check to take hold.
Harness Sigil
When the land isn't enough, you can add another layer to the shifted area. You can harnest the planes of existance to add extra effects to the land. It does require another Channel Divinity to use.
[roll]1d20[/roll]
- Abyss) The area becomes unnaturally dark, every creature within can only see darkness. Not even darkvision can see through it.
- Baator) Demonic figures of flame emerge around the area. Every creature has to roll a WIS save or take 1d12 fire damage if they're good or lawful, 2d12 fire damage if they're neutral, and 3d12 fire damage if they're chaotic or evil. EX.) Lawful good Creatures take 2d12, while Chaotic evil takes 6d12. This save repeats every turn the creatures remain in the plane.
- Gehenna) Geysers of lava emerge from the land. Any creature that ends their turn over them will be blasted by the lava and take 8d8 radiant damage.
- Carceri) Large metal bars goes over the land and traps everything within like a birdcage. Any creature that goes inside, cannot leave until the land returns to it's normal state.
- Hades) The skies turn black and a thick fog encumbers the land. All creatures within must roll a CON saving throw of 13 or gain one level of exhaustion. On leaving the area, they lose all exhaustion.
- Pandemonium) The winds of the land rage violently. At the end of your turns, all creatures within must roll a STR save, or become prone. While inside, you and any other creature are unable to hear unless you are within 10 feet of one another.
- Limbo) The area loses all of it's color, becoming wholly greyscale.
- Acheron) Figures of soldiers slaughter each other endlessly. While inside, creatures that choose to attack must choose a random target.
- Mechanus) The sky fills with fathomlessly large clockwork to create the sky. All constructs have advantage on attack rolls.
- Ysgard) Sigils of the Nordic glow across the land. You and any ally within the land have their spell slots recovered. If you or an ally enters the domain afterwards, they do not regain spell slots.
- Arborea) The land grows beautiful trees and the land glistens with glamour. All creatures must roll a CHA saving throw or be enamored with the land, registering them Incapacitated and they will not leave the land.
- Arcadia) The land loses it's natural appearance and starts to appear polished. If a creature is an evil or chaotic alignment, they fall asleep.
- Mount Celestia) Cherubs fly among the skies, the sun gains a soft and docile face, and the general world gives the appearance of a renaissance painting. All attacks that are dealt in the area deal 0 damage. On leaving, all attacks deal radiant damage for one round.
- Beastlands) A large variety of beasts start to appear. Summon 4 beasts of challenge rating 1/4 or less. The beasts attack your enemies and are unaffected by the land's abilities. They take their actions on your turn.
- Bytopia) A copy of the land appear mirrored in the skies and the sounds of hard work echo in your ears. You and all creatures within are blessed by the Bless spell. This includes any enemy and isn't given to creatures that enter after the plane appears.
- Elysium) The aura of joy crushes the land with the force of gravity. All undead in the area with a CR of 1 or less, die instantly.
- Shadowfell) Horrific shadows warp and surround the entire area. All attacks that are taken in the area, will target everyone except the attacker. However, all attacks will do half damage in the land.
- Feywild) The land warps. Reroll and roll a second dice for another effect. This choice will do nothing if you land on it again. If you roll doubles, reroll one dice until you don't.
- Elemental Chaos) All four elements: Fire, Water, Air, and Earth warp and shift the land. Although keeping the same effects as the normal land, each time creatures inside take one damage type on the list: Fire, Cold, Thunder, or Force, you take the damage again as the remaining damage type. EX) Taking 1d8 Fire damage means you'll also take 1d8 Cold, 1d8 Thunder, and 1d8 Force as well.
- Material) All aberrations, celestials, elementals, fey, fiends, and undead are disadvantaged on all saving throws while within the domain.
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