Cleric
Base Class: Cleric

Change is constant, in nature change is a natural part of life. Transformation was one of The monkey kings many powers and he used it often in the belief that change was good.

 

Change Domain Spells

Cleric Level

Spells

1st

Disguise self, Chaos Bolt

3rd

Alter self, enlarge/reduce

5th

Daylight, Elemental Weapon

7th

Fabricate, Polymorph

9th

Awaken, Reincarnate

Simple Changes

your deity blesses you with the ability to cause small changes.

When your take this subclass at 1st level you gain the ability to alter a small or tiny object. Properties you can change include: colour, shape, reflectiveness, hairiness, hardness, softness, smell, length of hair(up to 4ft), stickiness. The change lasts for 1 hour and you can only change 1 property at a time.

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to change shape.
As an action you can expend 1 use of your channel divinity to transform yourself into the form of a beast with a challenge rating of ¼ or under. You can stay in this shape for 30 minutes. The rest of the effects are the same as a druids wild shape.

Almost Immutable Form

At 6 level when an effect would change you. Ie a polymorph spell make a wisdom saving throw DC 8+the spells level. (if it is an ability the Dc is 8+the CR of the monster) On a success you stay in your current form. You are resistant to petrification gaining advantage on the saving throws that would make you petrified. At level 12 you become Immune to the petrified condition.

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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

The Changing Seasons

At 17th level you can use your action to activate Aura of Seasons, each season causes a different effect from spring, summer, autumn and winter. At the start of your next turn the effect changes to the next in the order. The Aura extends for 15ft centered on yourself.
Spring: you gain 1d8 temporary Hit points
Summer: All enemy creatures within your aura takes 1d8 fire damage.
Autumn: You can choose a creature in your aura doing 1d8 nectrotic damage, and restoring the same amount to your hit points.
Winter: All enemy creatures in the aura take 1d4 cold damage and are pushed away 5 ft.

Previous Versions

Name Date Modified Views Adds Version Actions
7/2/2020 9:36:52 PM
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7/14/2020 4:56:24 PM
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