Divine Domains
There are twelve divine domains available for clerics to choose from. Each domain is focused on one of the Enaros with one domain based on the power of Lensae.
Normally, once you have selected your domain, you may not change that selection. A cleric of Lensae, however, may permanently change their domain to that of one of the Enaros. The re-dedication must take place at a temple of the
Enaros whose domain the cleric is switching to and under guidance of an archon of the lyceum.
The cleric undergoes a week-long ordeal of fasting, meditation, and spiritual challenges. At the end of that period, their domain is permanently changed from Lensae to the new one they have chosen. At that time they lose any features of the Lensae domain and acquire the features of their new domain.
Lensae’s Domain
Clerics of Lensae represent the full pantheon of the Enaros. They call forth the raw power of divinity, tapping into the ancient essential source of power, Lensae. Their powers bring light and purifification. They may also call down divine retribution when required. For some clerics, Lensae is a transitory domain, one they follow until they hear the call of an Enaros. For others, it is their true calling and they follow it their entire lives.
ACOLYTE OF LENSAE
At 1st level, you gain proficiency in the Religion skill. You also gain the
light cantrip if you do not already know it.
DETECT CORRUPTION
At 1st level you gain the ability to sense corruption.
As an action, you can detect the presence of corruption within 60 feet of you that is not protected against divination magic or hidden behind total cover. This includes dark creatures such as endrori and abomonae, corrupted ambient essence, corruption of personal or core essence, or anything with a Corruption score of one or more. You can identify where the corruption is, but you get no indication of its extent.
The feature may be activated a number of times equal to your Wisdom modifier (minimum of once). You regain all uses after a long rest.
CHANNEL DIVINITY: LENSAE'S PURIFYING LIGHT
Starting at 2nd level, you may use your Channel Divinity to banish darkness and damage your foes by calling down the light of Lensae.
As an action, you present your holy symbol and Lensae’s light shines from it, banishing magical darkness within 30 feet. All dark creatures and individuals with a Corruption score of one or more must make a Constitution saving throw. On a failure they take radiant damage of 2d10 + your cleric level or half damage on a successful save. Creatures with total cover do not need to save and do not take damage.
CHANNEL DIVINITY: PURIFICATION
Beginning at 6th level, you can use Channel Divinity to gain a chance to cleanse corruption.
After spending an uninterrupted short rest focusing on and in close proximity to a single corrupted person or thing, you present your holy symbol and call upon Lensae’s light to purify the target. If the target is an object, make a Wisdom check modified by your proficiency bonus. If the target is a person, the target makes a Wisdom save. The DC for either check is 10 + the number of points of corruption the item or person has currently. On a success, you cleanse a number of points of corruption equal to your Wisdom modifier (minimum of 1). Only one attempt may be made on an individual or object per week.
PURIFYING 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.
LENSAE'S GLORY
Starting at 17th level, you may use an action to call forth Lensae’s glory and fill a space with sunlight. The effect is centered on you and fills an area with bright sunlight out to 60 feet and dim sunlight for 30 feet beyond that. The effect lasts 1 minute or until you use an action to dismiss it. As this is true sunlight, enemies with a weakness to or fear of sunlight suffer the appropriate negative effects. Furthermore, endrori must succeed on a Wisdom save or become frightened for the duration of the effect.
Aelos’s Domain
Clerics of Aelos have an intimate bond with the dead, darkness, and the moon. They converse with spirits, see that which is unseen by mundane sight, and even return the dead to life. When the dead refuse to pass on and torment the living, clerics of Aelos end the suffering.
TOUCHED BY NUMOS
At 1st level, you gain proficiency in the Insight skill and longbow, the chosen weapon of Aelos. You also gain the
moonlight cantrip. This cantrip
operates exactly like the light cantrip, except the light you produce has the appearance of light from the full moon.
EYES OF AELOS
Beginning at 1st level, you acquire the ability to see in the dark. As an action you can activate this ability to see in darkness and dim light as if it were bright light out to your normal range of vision. While this ability is active, your eyes glow with silver light. The light from your eyes does not illuminate the area for others, but they are visible in darkness. The effect lasts until you use an action to dismiss it.
CHANNEL DIVINITY:LAST RITES
Starting at 2nd level you may use channel divinity to per- form the Rite of Passage and Purification for the dead.
As an action, you present your holy symbol and channel the divine power of Aelos into the body and spirit of the deceased to show them the path to Numos. Some remnant of the deceased body is required, but even a small bone or bit of ash is enough. The rite may be performed simultaneously on a number of additional bodies up to your Wisdom modifier (minimum of 1).
After the rite is performed, neither the body nor the spirit of the individual may be used to create a bound un- dead, although the body may be used to create an animated undead. It is impossible to raise or resurrect an individual who has had the rite performed on their body.
MYSTERIOUS REVELATION
Beginning at 6th level, you can see invisible people and objects.
VENGEANCE OF THE DEAD
At 8th level, you gain the ability to infuse your weapon strikes with the power of the vengeful dead. Once on each of your turns when you hit a creature with a weapon attack (ranged or melee), you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
SPEAKER FOR THE DEAD
Starting at 17th level, you can see and converse with any dead individuals near you as if they were alive.
Spirits, ghosts, and the shades of the dead invisible to the living are visible to you. You can easily differentiate between the dead and the living. If they have total cover or are otherwise obstructed from sight in a way that would obstruct a living person, they remain hidden from you. Assuming you speak their language, you can communicate with any dead individuals you can see as easily as you would with the living. The living will hear your side of the conversation, but they will not hear the responses of the dead.
This does not give you the ability to interact with or attack an incorporeal being unless you have an ability that would normally allow you to do so.
domain pursuits
The following are pursuits a cleric of Aelos might undertake:
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Final Rest Hunt down and destroy undead and then perform the last rites on their bodies.
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Last Rites Seek out the body of an individual for whom the last rites were never performed and perform the rite to send them on to Numos.
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Protector of Mystery Aid another in protecting a secret from those who should not know it.
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Unfinished Business Help a spirit complete a task left unfinished.
Alantra’s Domain
Clerics of Alantra are protectors and healers. They offer security, soothing and comfort to the faithful. Atlantra's clerics are solid bastions of faith and hope, and they wield powers that embody her aspects of stone and earth.
HEARTH KEEPER
At 1st level, you gain proficiency in the Medicine skill. You also gain the cantrip
spare the dying.
DISCIPLE OF LIFE
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
CHANNEL DIVINITY: PRESERVE LIFE
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
BLESSED HEALER
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
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.
SUPREME HEALING
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
DOMAIN PURSUITS
The following are pursuits a cleric of Alantra might undertake:
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Cleanse the Deep Journey into the Deeplands to cleanse it of the darkness within.
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Healing Hand Aid those who carry out the will of the other enaros by providing healing and comfort.
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Protector Use Alantra’s power to defend the family, hearths, and homes of the innocent.
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Seal the Deep Seal the Deepland halls you cannot cleanse.
Droth’s Domain
Clerics of Droth are bringers of pain, sorrow, and trial. They challenge the bodies, hearts, and souls of those they deem worthy, helping them to achieve their full potential through hardship. Those who embrace this domain are agents of war and masters of conflict. They are not evil, but their blessings are feared by all, especially those they deem most deserving of their painful gifts.
BONUS PROFICIENCIES
At 1st level, you gain proficiency with heavy armor and martial weapons.
RETURN THE BLESSING
At 1st level, when an enemy causes damage to you, you may return the blow with equal force.
As a reaction, when an enemy attacks you and causes damage, you force the enemy to make a Dexterity saving throw. If they fail, you automatically strike them and inflict damage equal to the number of hit points you lost. If they succeed on their saving throw, they take half of the total damage. The damage you inflict ignores resistance, weak- ness, or other damage modifiers.
You must have a readied melee weapon and the enemy must be within your reach. You may use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all uses after a long rest.
CHANNEL DIVINITY: DROTH'S TOUCH
Beginning at 2nd level, you may use your Channel Divinity to inflict blows that cause tremendous, ongoing pain.
After successfully striking an enemy you may Channel Divinity as a bonus action to force them to make a Constitution saving throw. If they fail, your blow causes intense pain in the form of two levels of exhaustion. If they succeed, they only suffer one level of exhaustion. Any effect that removes exhaustion may reduce the levels of exhaustion, and enemies immune to exhaustion are immune to this effect. You may not use Droth’s touch on the same target more than once per long rest.
You can inflict three levels of exhaustion at 6th level, four at 8th, and five at 14th.
DROTH'S MIGHT
Starting at 6th level, you grow hardened against suffering and more easily resist and recover from pain, hardship, fear, and exhaustion. You may reduce levels of exhaustion by 1 per short rest rather than 1 per long rest. You also gain advantage on Constitution saving throws and saving throws to overcome or resist fear.
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 damage of the same type as your weapon normally inflicts. When you reach 14th level, the extra damage increases to 2d8.
REAPER
When you reach 17th level, you sweep into battle like a reap- er of death, cutting down foes like ripened hay. On an attack with a melee weapon, you may choose to make a sweeping strike that targets every possible target within range of your weapon. This includes friends, foes, and inanimate objects alike. Roll once to attack and once for damage. Every target hit suffers the same amount of damage.
You may use this ability a number of times equal to your Wisdom modifier. You regain all uses after a short or long rest.
DOMAIN PURSUITS
The following are pursuits a cleric of Droth might undertake:
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Droth’s Shield Help others achieve their goals by shielding them from the suffering they are not yet worthy to experience.
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Join the Fight Seek out battles to join, choosing sides based on who you feel is most deserving of Droth’s blessings.
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Test Your Limits Engage in tasks sure to result in personal pain and suffering so you can test just how much you can take.
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Ultimate Suffering Undertake a painful and danger- ous task that others believe is impossible and return alive.
Elendra’s Domain
Clerics of Elendra are the patrons of beauty, art, music, and true love. They support bards and artists, and may be called upon to bless new works. Many people turn to clerics of Elendra to aid them in matters of love, whether helping to forge a new bond or save one at risk.
APPRENTICE MUSE
At 1st level, you gain proficiency in the Performance skill and with one set of artistic tools or a musical instrument. You also gain the
guidance cantrip.
TOUCH OF ELENDRA
Also at 1st level, you may aid others in their artistic endeavors. As an action, touch one willing creature. The subject has advantage on Charisma (Performance) and artistic tool use checks for 1 hour or until you grant the blessing to another character.
CHANNEL DIVINITY: ELENDRA'S INSPIRATION
Starting at 2nd level, you can use your Channel Divinity to inspire others to perform at their full potential.
As an action, present your holy symbol and invoke Elendra’s name. All friendly characters within 30 feet of you who can hear you gain a d6 Divine Inspiration die. Once within the next 10 minutes, the character can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die but must decide before the GM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can have only one Divine Inspiration die at a time.
Your Divine Inspiration die changes to a d8 at 6th level, a d10 at 8th level, and a d12 at 14th level.
CHANNEL DIVINITY: SPARK OF PASSION
Beginning at 6th level, you can inspire intense feelings of love and connection between two individuals. Note that these are feelings of emotional desire, not physical desire.
As an action, focus your concentration on the desired targets of this ability. Both creatures must be within 60 feet of you, you must be able to see them, and they must be able to see and hear one another. Each creature makes a Wisdom saving throw. If either creature succeeds, that creature is unaffected.
If either fails, they are charmed by the other creature. In addition, they feel an intense emotional attraction to the other creature and suffer disadvantage on Wisdom (Perception) checks related to anything other than the other creature. The effect lasts a number of hours equal to your Wisdom modifier (minimum of 1), although if the targets have a real or previously unspoken connection it may persist well beyond the duration of the effect.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with divinity. 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.
BRINGER OF PEACE
Starting at 17th level, you can bring peace to a conflict through the power of Elendra’s love.
As an action, present your holy symbol. Every creature in a 60-foot-radius sphere centered on you must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it experiences the following two effects.
Any effect causing a target to be charmed or frightened is momentarily suppressed. When this spell ends, any suppressed effect resumes, provided its duration has not expired in the meantime.
The targets also become indifferent about the creatures toward which they were previously hostile. This indifference ends if any of the targets are attacked or harmed or if it witnesses any of its friends being harmed.
The spell lasts a number of rounds equal to your Wisdom modifier (minimum of 1). If the parties involved can reach a real peace during that time, the hostility may end permanently. Otherwise, at the end of the duration, the feelings of hostility return.
DOMAIN PURSUITS
The following are pursuits a cleric of Elendra might undertake:
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Lost Glory Seek a lost masterpiece from a distant age and return it to the world.
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Masterpiece Help an artist to create a work of art that touches the soul of those who experience it.
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Path to Peace Assist in helping longtime rivals to find a pathway to a permanent peace.
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True Love Aid in fanning the flames of true love.
Grethken’s Domain
Clerics of Grethken are keepers of plants and the wilds. They defend the power and purity of natural places and love all things that reflect Grethken’s blessings. They are also the caretakers of farms and farmers, whose annual harvests are a different sort of blessing but equally important to the people of Aetaltis.
WILDLING
At 1st level, you gain proficiency in the following skills: Nature, Survival. You also gain the
druidcraft cantrip.
ONE WITH THE WILD
At 1st level, you gain a sense of oneness with the wilds of Aetaltis. Double your proficiency bonus when making Wisdom (Survival) and Intelligence (Nature) checks.
CHANNEL DIVINITY: CHARM AND SPEAK WITH PLANTS
Starting at 2nd level, you can use your Channel Divinity to charm and speak with plants.
As an action, present your holy symbol and call upon Grethken’s power. All plants and plant creatures within 30 feet of you must make a Wisdom saving throw. The target may choose to fail this saving throw. If they fail, they are charmed by you, and you can communicate with them telepathically. Most plants are barely sentient, but you can question them about events in the area within the past day, gaining information about creatures that have passed, weather, and similar events. You can also ask about their health, needs, and potential threats to their well-being.
CHANNEL DIVINITY: PLANT GUARDIANS
Beginning at 6th level, you can use your Channel Divinity to entreat the plants in an area to alert you to threats.
As an action, present your holy symbol with one hand and place the palm of your other hand firmly on the ground. For the next 24 hours or until you leave the area of effect, the plants within 100 feet of that point will alert you if a tiny or larger creature that is a threat to you enters the area.
There must be sufficient plant life for this to work. It may work underground if there are enough roots running through the soil or abundant fungi.
POISONOUS STRIKE
At 8th level, you gain the ability to infuse your weapon strikes with poisonous energy. Once on each of your turns when you hit a creature with a weapon attack, that creature must succeed at a Constitution saving throw or else suffer the poisoned condition. Once poisoned, the creature may repeat the saving throw at the end of each of their turns. A successful saving throw ends the effect.
WILD WALK
Starting at 17th level, you move easily in nature. Rough ground, thick plants, snow, and other natural obstacles never count as difficult terrain for you. In addition, you gain a climbing speed equal to your current walking speed when traversing natural, unworked surfaces or plants.
DOMAIN PURSUITS
The following are pursuits a cleric of Grethken might undertake:
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Defender Defend a wild place or plants against wan- ton destruction or befoulment.
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Discovery Discover previously unseen or forgotten places of natural wonder.
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Elders Seek out and commune with one of the Elder plants from the Age of Dawn.
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Restoration Restore a despoiled wild area to its once pristine beauty.
Larayil’s Domain
Clerics of Larayil believe freedom is everything; freedom from fears, freedom from bondage, freedom from one’s inhibitions. Only when one is free can they find their true path. ThThey are passionate and vital, infused with life, but allow their emotions to run away with them. They are both lovers and defenders of beauty, even if it is only skin deep.
PRIEST OF THE WIND
At 1st level, you gain proficiency in the Persuasion skill, and you gain the
shocking grasp cantrip. You also receive double your proficiency bonus when using Persuasion.
ASTONISHING BEAUTY
Also at 1st level, you can momentarily distract your enemies by revealing your divine inner beauty. As a reaction to an attack against you, you allow Larayil’s beauty to shine through you for a moment, distracting the enemy and causing them to have disadvantage on the attack.
This is only effective against targets with an Intelligence of 6 or greater. You may use the feature a number of times equal to your Wisdom modifier (minimum of once). You regain all uses when you finish a long rest.
CHANNEL DIVINITY: MOVE LIKE WIND
Starting at 2nd level, you may use your Channel Divinity to infuse yourself with the speed of the wind.
As an action, touch your own chest and call for Larayil’s blessing. For 1 minute, you have a +2 bonus to AC, advantage on Dexterity saving throws, and your speed is doubled. In addition, you may ignore the negative effects of difficult terrain.
CHANNEL DIVINITY: MOVE LIKE LIGHTNING
Beginning at 6th level, you can use your Move Like the Wind ability on other willing targets. In addition, the target gains an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
RIDE THE STORM
When you reach 17th level, you gain a flying speed equal to your walking speed. You may only use this ability when you are outdoors under the open sky.
DOMAIN PURSUITS
The following are pursuits a cleric of Larayil might undertake:
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Lowered Inhibitions Assist a person or group in freeing themselves from their fears and inhibitions.
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Perfect Beauty Seek to recover or restore a thing of perfect beauty so that all may gaze upon.
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Vengeance Enable the pursuit of unrestrained vengeance with no thought to consequences.
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Winds of Freedom Free people from bondage by raining down the fury of the storm on their oppressors.
Modren’s Domain
Clerics of Modren are builders. They wield Modren’s power to aid the creators and craftspeople of the world. Fire is an important element, not for destruction, but for cleansing or molding a thing into something new. Craftspeople of all types seek out clerics of Modren for aid.
KEEPER OF THE FORGE
At 1st level, you gain proficiency with warhammers, the favored weapon of Modren, and crafting tools of your choice. You also gain the
mending cantrip.
FORGE BORN
Also at 1st level, you gain resistance to fire damage.
CHANNEL DIVINITY: RESIST THE FLAME
Starting at 2nd level, you can use your Channel Divinity to provide your companions with resistance to fire. As an action, you present your holy symbol and for a number of minutes equal to your Wisdom modifier (minimum of 1), any ally within 30 feet of you gains resistance to fire damage.
MAKE WHOLE
Beginning at 6th level, when you use the mending cantrip, you may increase the dimensions of the objects you can mend by a number of feet in each direction equal to your Wisdom modifier (minimum of 1).
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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
BODY OF FLAME
Beginning at 17th level, you gain immunity to fire damage. In addition, as an action you can wreathe your body in flames for 10 minutes or until you use an action to dismiss them. For the duration, the flames shed bright light in a 10 foot radius and dim light for an additional 10 feet. Whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d8 fire damage. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses when you finish a long rest.
DOMAIN PURSUITS
The following are pursuits a cleric of Modren might undertake:
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Cleanse by Fire Bring the fire of Modren to burn away evil that has corrupted a place.
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Legendary Forging Undertake tasks that will eventually lead to the forging of a legendary item.
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Recovery Work to recover an item of legendary craftsmanship.
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Restoration Seek out a once glorious place or thing and work to help restore it.
Phensral’s Domain
Clerics of Phensral embrace change and guide the faithful to new experiences. They are patrons of sailors, and captains always seek their blessings before setting sail. Some have personalities that embody the thunder and power of crashing waves, while others exhibit the quiet persistence of the stream that carves a valley.
ACOLYTE OF THE SEA
At 1st level, you gain proficiency with trident, the favored weapon of Phensral. You also gain the
water jet cantrip.
LANGUAGE OF THE SEA
Also at 1st level, you gain the ability to communicate with any beast or elemental that has an innate swim speed. The creature must be within 60 feet of you, and you must be able to see them. The communication is telepathic, and the quality of the conversation is dependent on the intelligence of the target creature.
CHANNEL DIVINITY: WATER BREATHING
Beginning at 2nd level, you may use your Channel Divinity to give yourself and your companions the ability to breathe underwater.
As an action, present your holy symbol. You and a number of allies up to your Wisdom modifier (minimum of 1) who are within 30 feet gain the ability to breathe underwater. The effect lasts for 1 hour.
MASTER OF THE CURRENT
Beginning at 6th level, you gain a swimming speed equal to your current walking speed.
CRASHING WAVE STRIKE
Starting at 8th level, you gain the ability to infuse your weapon strikes with the power of crashing waves. Once on each of your turns, when you hit a creature with a melee weapon attack, you may immediately attempt to shove them as a bonus action.
FREEDOM OF THE SEA
Starting at 17th level, you are as at home in the water as you are on land. Your swimming speed is doubled, and you can always breathe underwater. If you move at least 10 feet in the water before breaking the surface, you may leap out of the water with a high jump or long jump as per the standard jumping rules, landing back in the water or on solid ground. You also gain a +1 bonus to AC when completely submerged.
DOMAIN PURSUITS
ThThe following are pursuits a cleric of Phensral might undertake:
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Mystery of the Deep Unlock a long-standing mystery about a sea, lake, or river.
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New Paths Aid a person or people seeking to make a dramatic change to an entrenched or stagnant way of life.
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Purification Purify a river, stream, or body of water that has been fouled.
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Recovery Recover something of importance that has been lost beneath the waves.
Toletren’s Domain
Clerics of Toletren protect and seek knowledge and the truth. They support the work of scholars and serve as impartial judges to resolve disagreements. They are often sought by officers of the law to help solve crimes. They also study arcane magic and defend against rogue arcane spellcasters.
KEEPER OF TRUTH
A 1st level, you gain proficiency in the Arcana and Investigation skills. You also gain two wizard cantrips of your choice. When casting these cantrips they count as cleric spells for you. You also gain proficiency and (if appropriate) literacy in two additional languages of your choice.
CHANNEL DIVINITY: MENTAL ACUITY
Starting at 2nd level, you can use your Channel Divinity to help a group of people focus their minds. As an action, you present your holy symbol and all creatures within 30 feet have advantage on Intelligence checks. The effect lasts for 10 minutes.
HIGHLIGHT WEAKNESS
Beginning at 6th level, you can analyze a foe to detect a weakness in their defenses.
As an action, choose one creature within 30 feet that you can clearly see and analyze them until the end of your turn to identify a hole in their defenses. At the end of your turn, call out the weakness to an ally that can hear you. If the ally attacks that enemy on their next action, they add a +10 bonus to their attack roll.
You can use this ability a number of times equal to your Wisdom modifier (minimum of once). You regain all uses when you finish a long rest.
POTENT SPELLCASTING
Starting at 8th level, when you deal damage with a cantrip, you may add your Wisdom modifier to the damage result (minimum of 1).
ELEMENTARY ANALYSIS
At 17th level, you gain the ability to draw on your divine abilities to deduce information from your surroundings. Once per short or long rest you may spend one minute analyzing a person, place, or thing and automatically gain a deeper understanding of what it is, recent events, or how a thing might have been used. It is up to the gamemaster to determine what information you glean from your analysis. For a location, you could deduce information such as what a ruined chamber in the Deeplands was originally used for, whether a potential crime scene has been cleaned up to hide evidence, or what event just occurred in a place based on its current state.
For an object, you might intuit whether it is made by mortal hands or occurred naturally, if it was used as a weapon or a tool, or how old it is and what culture it comes from.
For an individual, you might discover their occupation from tell-tale signs such as the state of their fingernails or a scuff on their boot, how a deceased individual died, or if the person is engaged in some form of deception and if so, what the nature of that deception might be.
DOMAIN PURSUITS
The following are pursuits a cleric of Toletren might undertake:
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Arcane Purity Put a stop to forbidden magic, a mad spellcaster, or arcane magic corrupted by darkness.
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Judgment Learn the facts around an alleged injustice so a fair judgment may be objectively rendered.
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Lost Knowledge Rediscover lost knowledge and return it to the temple.
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Magical Mastery Seek the keys to a lost magical art or reveal forgotten techniques for known magic.
Vale's Domain
Clerics of Vale simultaneously embody both the proud majesty and the cold savagery of wild creatures. They accept that only the strong survive, but they have no patience for pointless cruelty. They defend the beasts of the wild, but they are the patrons of honorable hunters.
BONUS PROFICIENCIES
At 1st level, you gain proficiency in two of the following skills of your choice: Animal Handling, Nature, Survival. You gain proficiency with unarmed strikes.
CLAWS
Also at 1st level, you gain the ability to grow razor sharp claws as an action. You attack with your claws using an unarmed strike and deal 1d6 + ability modifier slashing damage on a successful hit. Your claws are treated as a finesse weapon. You may retract your claws with another action.
The damage from your claws increases to 1d8 at 6th level, 1d10 at 8th level, and 2d6 at 14th level.
CHANNEL DIVINITY: CHARM WILD BEASTS
Beginning at 2nd level, you may use your Channel Divinity to charm wild beasts.
As an action, you present your holy symbol and all wild beasts within 30 feet that can see or hear you must make a Wisdom saving throw. If they fail their saving throw, they are charmed by you and those you designate as friends for 10 minutes or until they take damage.
SPIRIT ANIMAL
Starting at 6th level you gain the service of a loyal spirit animal.
To call your spirit animal, spend 1 week alone in a wilderness environment appropriate for the type of creature you are calling. At the end of that period it will emerge from the wilderness. The animal may take the form of any wild beast with a challenge rating of 1/4 or less. It has the statistics of the chosen form, although it is a celestial instead of a beast.
If your spirit animal normally has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. It serves you both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While in direct contact with your spirit animal, you can make any spell you cast that targets only you also target your animal.
When your spirit animal drops to 0 hit points, it disappears, leaving behind no physical form. To regain its services you must repeat the calling ritual. You can also temporarily dismiss your spirit animal as an action, causing it to disappear by running, swimming, or flying off as appropriate. As an action, while in an appropriate wilderness setting, you can recall it and it will return as if emerging from hiding.
While your spirit animal is within line of sight, you can communicate with it telepathically.
DIVINE STRIKE
At 8th level, you gain the ability to infuse your unarmed attacks with divine energy. Once on each of your turns when you hit a creature with an unarmed 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.
WILD SHAPE
Starting at 17th level, you gain the ability to use the druid’s wild shape feature. The feature works as if you were an 8th level druid, except that you may use it an unlimited number of times.
DOMAIN PURSUITS
The following are pursuits a cleric of Vale might undertake:
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Great Hunt Participate in a dangerous and challenging hunt for worthy game.
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Rediscovered Majesty Seek out a wild creature un- seen for ages or thought to be legend.
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Savage Vengeance Rain vengeance down upon those who have treated animals cruelly or wastefully.
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The Strong Survive Test your strength against a life or death challenge or deadly foe to determine if you are worthy of survival.
Zevas’s Domain
Clerics of Zevas are schemers and planners. They seek to understand and control the webs of fate, and they use their powers to aid others who do the same. They like secrets, both their own and those they can learn about others. They are even known to bless and aid thieves and burglars, despite the deeply questionable ethics of such acts.
ACOLYTE OF ILLUSION
At 1st level, you gain proficiency in one of the following skills of your choice: Deception, Insight, Persuasion. You also gain the
minor illusion cantrip if you don’t already know it.
SHADOWCLOAK
Also at 1st level, you may attempt to hide even when you are clearly seen. You may use this ability a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses when you finish a long rest.
CHANNEL DIVINITY: DIVINE EGRESS
Starting at 2nd level, you can use your Channel Divinity to open locks and bypass traps.
As an action, press your holy symbol to the target and call upon Zevas to unlock any mechanical lock and disable any mechanical traps on a single door or container. Locks opened in this fashion may be relocked, and most traps disabled in this way may be reset. This feature will not remove crude locks such as barred doors, spiked doors, or barricades, nor will it work on magical traps and locks.
CHANNEL DIVINITY: TWIST FATE
Beginning at 6th level, you can use your Channel Divinity to foresee disaster and change your fate to avoid it.
As a reaction, you may use your Channel Divinity to undo a single action you just took that had a negative outcome and choose to take a different action in its place. You may only use this feature to reverse an action with a negative outcome, and you may not repeat the same action.
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.
RESIST CORRUPTION
Starting at 17th level, you more easily resist corruption.
When you suffer corruption you may ignore a number of points equal to your Wisdom modifier (minimum of 1). In addition, you have advantage on saving throws to resist corruption.
DOMAIN PURSUITS
The following are pursuits a cleric of Zevas might undertake:
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Heist Aid a rogue or burglar in pulling off a complicated heist against a deserving target.
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Plot Lay down threads as part of a larger plot that will be unveiled the future, even if you can’t see the endgame today.
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Secret Discover a valuable secret that will help with the temple’s future endeavors.
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Trade Route Help open a new trade route or source of valuable goods.