Base Class: Cleric
Unity is the highest pinnacle of progress a community, nation, or world can strive for. The gods of the hive seek to bring this sense of connection to all creature of the planes and to unite all to a sense of understanding.
Clerics of the Hive Domain travel between communities teaching about their gods and showing what the power of unity can do to strengthen communities. These clerics' blessings allow people to join minds and help them communicate freely, and their magic can protect and control those who seek to harm these communities.
Hive Domain Spells
1st - command, heroism
3rd - acid arrow, protection from poison
5th - spirit guardians, sending
7th - confusion, vitriolic sphere
9th - cloudkill, dominate person
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Stun Cloud
Also at 1st level, you can create a cloud of gas to stun your enemies. As an action, you cause a dense cloud of green gas to spill out in a 15- foot-radius sphere centered on you. The fog spreads around corners. It lasts for one round or until strong wind disperses the gas, ending the effect. Its area is heavily obscured.
When a creature enters the area for the first time on a turn or starts its turn there, you can cause that creature to make a Constitution saving throw. The creature takes 1d8 poison damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also stunned until the end of your next turn. Creatures are affected even if they hold their breath or don't need to breathe.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Channel Divinity: Hive Mind
Starting at 2nd level, you can use your Channel Divinity establish a psychic link between yourself and others.
As an action, you present your holy symbol, and choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus. For one hour, you and the chosen creatures minds are linked, allowing you and them to instantaneously communicate thoughts, feelings, and observations between all creatures united by this link. To send or receive a message (no action required), the sender and receiver(s) must be within 500 feet of you. A creature can't use this telepathy if it can't speak any languages, and a creature can end their connection to the link at any time (no action required). The creatures in the link don't need to speak a common language to understand each other. Also, while the link is going you can use your reaction to give one creature connected in the link advantage on an Intelligence, Wisdom, or Charisma saving throw.
Hive Boost
Beginning at 6th level, the link you create with your Hive Mind expands to allow those in it to help those far away. While a creature is affected by your Hive Mind it can take the Help action from anywhere in the link's communication range.
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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Protected Network
Starting at 17th level, when you create a Hive Mind link, each creature affected by the link gain resistance to psychic damage and immunities to the frightened and charmed conditions.
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