Base Class: Cleric
Your god is most likely not directly connected to your crimes but they may support you doing what you must to survive.
Crime Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Expeditious Retreat, Disguise Self |
| 3rd | Invisibility, Spider Clime |
| 5th | Counterspell, Fear |
| 7th | Greater Invisibility, Arcane Eye |
| 9th | Far Step, Dominate Person |
Bonus Proficiency
At 1st level, you gain proficiency with sleight of hand checks martial weapons and heavy armour.
Falsify
At 1st level, you can create simplistic substances. As an action, you can create an object that fits into a 1 foot by 1 foot cube. The item cannot be used as a spell component and can be proved as false by an investigation check against your DC by someone who knows a lot about the substance, e.g. a jeweller could tell a gold ring to being false.
Th maximum amount of objects you can maintain must have a total cost equal to your cleric level in gold. If an object has no value, it counts as 1 silver. Objects created like this disintegrate when you take a long rest.
Channel Divinity: Call Shadows
At 2nd level, you can use you channel divinity to summon the shadows around around a creature. As an action, you can cause one of the following effects to apply to a creature within 60 feet of you. Each effect lasts a minute:
- The creature must make a wisdom saving throw or take 4d8 psychic damage and be blinded for the duration. On a successful save the take half damage and not be blinded.
- The creature can pass through objects and creatures as if they were difficult terrain.
Create Passage
As an action, when you reach 6th level, you can touch a physical solid surface such as a wall of stone, locked door or open ground. You can create, from the point you touched, a hole or passage way. This can be up to 5 feet in radius and is cleanly cut in a perfect circle. This passage way can be up to 20 feet long. If this does not reach the other side of the barrier then it creates a smooth wall at the end, so if you were to create it in the ground it hold create a large hole.
Once created, you can use a use of this feature again to seal/ remove this passage/ hole. You can use this feature a number of times equal to your wisdom modifier per long rest.
Additionally, because of your natural stealth, armour does not impose disadvantage on your stealth checks.
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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Master Disguise
At 17th level you learn how to channel divine energy into creating a flawless disguise. You learn the shapechange and can cast it using a cleric spell slot. It doesn't count towards the number of spells known. When you cast this spell you can change into an object as per the true polymorph spell.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/12/2020 3:59:52 PM
|
3
|
0
|
--
|
Coming Soon
|
|
|
2/22/2020 3:12:56 PM
|
23
|
0
|
--
|
Coming Soon
|
Comments