Base Class: Cleric
Some say the Blue Spirit is just a myth. This spirit, who's purpose in the world of spirits is not exactly clear, is the master of stealth. Always safe behind his mask and hidden in the shadows, the Blue Spirit is never truly physically present nor absent. The Blue Spirit was blessed by the love amongst the dragons, thus harnessing fire power. Clerics of the Blue Spirit are blessed by this spirit with its fire abilities, and its abilities to dissappear in the shadows.
Blue Spirit Spells
1st Level Cleric Spells: burning hands, disguise self
3rd Level Cleric Spells: mirror image, pass without a trace
5th Level Cleric Spells: blink, fireball
7th Level Cleric Spells: dimension door, greater invisiblity
9th Level Cleric Spells: dominate person, flame strike
Finesse Wielder
You gain proficiency with scimitars and shortswords.
Blue Mask
At first level, you gain darkvision. Also, you gain proficiency in stealth. If you are already profient in stealth, you gain proficiency in one of the following skills: acrobatics, survival, deception.
Channel Divinity: Veil of Shadow
Starting at 2nd level, you can use your Channel Divinity to create a field of warding shadows.
As an action, you can cause swirling darkness to coalesce in a 10-foot radius originating from you. The aura moves with you. When you create the aura, you can designate any number of creatures you can see that can see through the magical darkness as if it weren’t there. The chosen creatures still gain the aura’s benefits.
Creatures have an effective +2 to their AC and to Dexterity saving throws, and have resistance to radiant damage while inside the aura. The aura lasts for 1 minute.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. Once per short rest, when you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Mist
At 17th level, you can transform yourself into a shadow form as a bonus action. In this form, you have immunity to poison and necrotic damage. You are vulnerable to radiant damage, and you are resistant to all other damage types except psychic and force. You are immune to being grappled, paralyzed, petrified, poisoned, prone, and restrained.
You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You gain a new melee attack option, Life Drain. Any creature you hit with a Life Drain attack takes necrotic damage equal to 4d8 + your Wisdom modifier. You can remain in this form for up to 1 minute.
You can use this feature once, and then you must complete a long rest before using it again.
Previous Versions
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