The skills you learned to pursue your calling

Jul 15, 2022 9:40 am
THERE ARE VERY FEW DIFFERENCES BETWEEN THE standard Fifth Edition rules for classes and those used for World of Aetaltis adventures. In fact, when you create your character, we have the expectation you will use most of the classes and associated rules described in the Fifth Edition core books. We won’t repeat those rules here. Instead, we’re going to focus on the differences.

Most of the differences are around story. How does one learn the skills of a rogue? What are the requirements for someone who wants to learn to cast arcane spells? Everything you need to know about how most of the standard classes fit into the Aetaltis setting you’ll find here.

Some differences concern standard class options we’ve customized for Aetaltis. Divine domains are the primary example. Here you’ll find twelve new divine domains for your cleric to choose from based on the Enaros and their powers.

Finally, there are a couple new additions. The most notable are the rules around glyph magic, the new spell-casting rules we’ve introduced for arcane spellcasters. Most of these new magic rules are covered in Magic and Spells, but we’ll touch on them briefly here. We also included a new class, the Mountebank, a lovable scoundrel for players that enjoy employing their wit to overcome challenges as often as they employ their blade.

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Class List
When creating your Aetaltis character, you may choose from the following classes:
Barbarian Warriors who fight with wild abandon, relying on instinct and passion to achieve victory in battle.
Cleric Servants of the Enaros who are touched by divine power and able to wield formidable holy magic.
Druid Divine spellcasters who follow an ancient path that views the world itself as a divine being.
Fighter Disciplined warriors who train endlessly to perfect their skills in the art of combat.
Mountebank Clever con artists who use their charm and wits to get what they want.
Ranger Tireless hunters that mix skill at arms with the power of the divine.
Rogue Tricksters and sneaks who pursue their calling with cunning and stealth.
Wizard Gifted with the ability to sense and manipulate essence they use it to bend the universe to their will.
Jul 15, 2022 9:43 am
Barbarian
Barbarians tap their primal instincts to carve a path through life. They seek the direct path to whatever calling they choose to pursue and opt for the simplest means of getting there. Often this involves giving in to their passions or the judicious application of force. And screaming. One mustn’t forget the screaming.

History
There have always been those for whom the social finesse required to navigate modern life seems like pointless artifice. The barbarian hearkens back to a simpler time, relying on their emotions and base instincts to guide them.

Origins
Barbarians typically come from either primitive tribes or from the Outlander and Icewalker cultures. That said, any- one who sets their spirit free and throws off the shackles of "civilization" may end up embracing the barbarian’s way.

Training
Training? What does a barbarian need with training? Unless of course you mean the lessons learned by tearing off your shirt and diving headfirst into whatever it is that’s standing in your way. Life and all the brutal, painful, and glorious experiences it throws at you are the barbarian’s classroom.

Rules
There are no rules differences between the barbarian class described in the standard Fifth Edition rules and barbarians in World of Aetaltis games.
Jul 15, 2022 9:47 am
Cleric
Clerics are the chosen ones of the Enaros. They serve as both the instruments of the gods and their representatives. Through divine inspiration they can channel the essence of the Enaros to cast spells. This rare gift gives the cleric the powers to heal the sick, construct blessed seals, repel undead, and perform a variety of other holy miracles.

History
While the holy priesthoods have existed since the Age of Dawn, the first true clerics appeared at the end of the Age of Magic. When the Enaros enacted the Ritual of Limitation, the spell that stifled magic’s power, they had their avatars teach select enari how to channel divine essence to cast spells. This blessing provided the enari with a way to harness magic, but only under the direct supervision of the Enaros.

The first holy orders were established to train and nurture these individuals in the development of their gifts. Over the centuries many orders have risen and fallen. The majority of modern orders were established in the past 200 years by the lyceums. Their predecessors, the ancient orders that were founded just after the Age of Darkness, were largely destroyed during the Cataclysm.

Origins
Mortal matters such as nobility, lineage, or the piety of one’s parents are not factors in determining who is born with the ability to cast divine spells. Clerics come from all walks of life and are found among all cultures (although less so among some than others). The gift may reveal itself at any time, from the moment of birth to the winter of the chosen one’s life.

Training
All clerics must have training from a holy order. An untrained cleric may experience the occasional miracle
by unconsciously tapping into their gift, but without the guidance of experienced teachers the cleric will never reach their potential.

Rules
There are only three rule differences between standard Fifth Edition cleric class and clerics in Aetaltis games.
Essence Sense Clerics begin the game with the essence sense feature as described in Magic and Spells.
Divine Domains Twelve new divine domains based on the dieties of Aetaltis are provided at the end of this chapter. You may also select from any of the standard Fifth Edition divine domains with your gamemaster’s permission.
Prohibited Magic The prohibitions on certain types of magic and spells imposed by the Ritual of Limitation are true for divine spellcasters as well as arcane spellcasters. For more information on these limits, see Magic.
Jul 15, 2022 9:52 am
Druid
The source of a druid’s power is the living spirit found in all things, from the stone of the mountains to the creatures of the forest. Keepers of ancient secrets and practitioners of nearly forgotten rites, druids have access to elder powers, powers that some claim are older than Aetaltis itself.

History
According to the druids, the first of their kind appeared during the Age of Dawn. They claim they are the original spellcasters of Aetaltis, and that the source of their power is even older than the Enaros. Whether or not they are the dawn magic shamans spoken of in the Enarosian scrolls is impossible to prove, but it cannot be disproven either.

Whatever the case, the Enaros seem content with the druids’ presence. Any conflicts between the druids and the holy orders over the ages appear to have originated from the drives and desires of mortals, not the gods.

Origins
Druidic power is inherited, not directly, but passed down every other generation from grandparent to grandchild. If one suddenly discovers that they have the innate connection to the spirit of the living planet, odds are it is a talent that has simply gone unrecognized for generations.

A druid is more likely to come from a primitive culture than any other. Often these are tribes with an ancient heritage stretching back centuries, and the druid is groomed from childhood to take up their birthright. There are, however, some druids hailing from other "civilized" cultures, who unexpectedly rediscover a lost heritage and their hidden natural talent.

Training
Druids who come from cultures where their kind are known and respected are trained by their predecessor and expected to eventually take that person’s place. Those who stumble upon their lost destiny must either seek out a druid or druid’s circle to teach them, or simply flounder along on their own.

Individuals who take the latter path often tell of spirit teachers, long dead druids, coming to them to show them the way.

Rules
There are only two rule differences between standard Fifth Edition druid class and druids in Aetaltis games.
Essence Sense Druids begin the game with the essence sense feature as described in Magic and Spells.
Prohibited Magic The prohibitions on certain types of magic and spells imposed by the Ritual of Limitation are true for divine spellcasters as well as arcane spellcasters. For more information on these limits, see Magic and Spells.
Jul 15, 2022 10:02 am
Fighter
Fighters are trained in the art of war. They spend countless hours drilling and practicing to perfect their specialized martial techniques and memorize an endless series of tactical maneuvers. To a fighter, combat is as much a science as it is an art.

History
Trained professional fighters are found in nearly every soci- ety across the Amethyst Sea basin. They come in all forms and quality, from the typical town guard to elite military units. With the deterioration of the seals that hold back the endrori, and a subsequent rise in the risk of endrori attacks, a well-trained defense force is a necessity for any nation and the need for capable fighters increases every year.

Origins
Fighters are found among every lineage, culture, and back- ground. In a world as dangerous as Aetaltis, the ability to fight effectively may be the only thing that keeps one alive. Not every person has the discipline to become a true fighter, but those who do are in high demand.

Training
Fighters undergo rigorous military training. Tactics, physical conditioning, and weapon skills are drilled until they come as naturally to the fighter as breathing. This training normally takes place in a large group along with other recruits, but some fighters learn their skills directly from a mentor.

Rules
There are no rules differences between the fighter class described in the standard Fifth Edition rules and fighters in Aetaltis games.
Jul 15, 2022 10:07 am
Ranger
The wild lands of Aetaltis are the true home of the rangers. The untamed wilderness calls to them like the sea to a gull, and the only place they find true happiness is in the natural beauty of the wilds. Rangers are consummate hunters and trackers and have an uncanny ability when interacting with animals. They also have a touch of the divine, giving them access to magical abilities as their skills progress.

History
The first rangers appeared during the Age of Shadow. In those desperate times people focused on rebuilding their shattered civilization. There were some, however, who felt that nature was equally in need of healing. These individuals dedicated themselves to defending the wilds against the endrori and helping the wilderness to heal from the damage wrought by Endroren’s forces.

According to legend, the Enaros rewarded these individuals for their efforts with a touch of the divine. The rangers gained access to power similar to that enjoyed by clerics, allowing them to wield magic in the pursuit of their calling.

Origins
Most rangers grew up in the outlands or the wilds. Their parents may have been hunters or trappers, and they spent more of their childhoods outdoors than in. They have an instinctive empathy for animals, nurtured in part through regular interactions with wild creatures as a youth.

Training
Most rangers have a natural knack for the skills of their trade. They have an inborn sense about the natural world, and they hone their abilities through constant practice. A more experienced ranger may travel with a younger one for a time, although rangers are usually solitary individuals so the partnerships never last long. Almost all rangers are devotees of Grethken and Vale from whom they draw their divine power.

Rules
There is only one rule difference between the ranger class described in the standard Fifth Edition rules and rangers in an Aetaltis adventure.
Prohibited Magic The prohibitions on certain types of magic and spells imposed by the Ritual of Limitation are true for divine spellcasters as well as arcane spellcasters. For more information on these limits, see Magic and Spells.
Note that rangers do not start the game with the essence sense feature. Although they can cast spells, they do so purely by instinct and divine inspiration.
Jul 15, 2022 10:09 am
Rogue
Rogues use stealth and cunning to accomplish their goals. They strike from the shadows and disappear before their foe knows they were there. They love to be rewarded for their efforts, but if not, they are happy to reward themselves. This typically involves helping themselves to whatever they need or want, whether or not the original owner approves.

History
You can seldom achieve your goals without a source of income to fund your efforts. The problem is there are some individuals who just can’t bring themselves to start a farm or learn a craft to make this happen. Not only that, such efforts are time consuming, and life is short. This desire to achieve wealth by faster and more direct means is what led to the appearance of the first rogues.

Origins
Rogues emerge from every lineage, culture, and background found in the Amethyst Sea basin. Many grew up in poverty and had little hope of bettering their financial condition by legal means. At the same time, they couldn’t help but notice the luxury in which the nobility lived. Who could blame them for wanting to take a little of that for themselves?

This isn’t, of course, the case for every rogue. Some came from very different origins, and simply discovered the rogue’s skill set was the most useful tool for pursuing their personal calling. Others may have gone down the path as a means of spicing up an otherwise boring life.

Training
Many rogues learn as they go. These individuals race to complete their education before they get caught. Others enter informal apprenticeships with a more experienced member of their profession. In recent years, a few of the larger rogue’s guilds are beginning to formally train young rogues. Unfortunately, this training typically requires life-time service to the guild as payment.

Rules
There are no rules differences between the rogue class in the standard Fifth Edition rules and rogues in Aetaltis.
Jul 15, 2022 10:13 am
Wizard
Wizards have unlocked the secrets of the universe and they use that knowledge to bend reality to their will. They can create fire from air, enchant a carpet to fly, or pierce the thoughts of an unwilling mind.

History
The first wizards came to Aetaltis with the Atlan Alliance. In those days, the only path to wizardry was to attend an arcane college on the atlan or newardin homeworlds. As the Alliance presence on Aetaltis grew, they established branch- es of the arcane colleges in the Aetaltan colonies.

This all came to an end with the Cataclysm. For a time, surviving wizards hoarded whatever books they could salvage and passed their skills down from master to student through informal apprenticeships. This continued until the year 110 AC when an alliance of wizards founded Winter- keep, the first true arcane college founded after the Cataclysm. For the first time in years, Aetaltans had access to a formal education in arcane magic.

Origins
Wizards come from a variety of lineages, cultures, and backgrounds. The trait that they have in common, however, is the natural ability to sense essence. Without this ability, it is impossible to learn glyph magic.

Intelligence is helpful, since the training to learn glyph magic is intellectually rigorous to say the least. A scholarly mind and training in letters help, since much of a wizard’s work is of an academic nature. Finally, it is best the individual is raised by open-minded folk, since no wizard can reach their full potential if hampered by superstition or fear.

Individuals born with the talent necessary to cast spells may seek out a teacher, but more often they are discovered by traveling wizards or members of the arcane colleges. The arcane colleges actively seek out and recruit those with the ability to wield magic and will travel the countryside in search of promising candidates.

Training
A few wizards still learn their craft through informal apprenticeships, but most attend an arcane college. ThThere are numerous small colleges located throughout the Amethyst Sea basin. Most wizards learn their craft at these institutions.

The best known and most successful wizards typically hail from one of the two most prestigious arcane colleges: Winterkeep or the Silver Circle of Selenthea. Only the very best and most talented students are accepted by these schools, and many remain even after their education is complete to continue their magical studies.

Rules
The difffferences between the standard Fifth Edition rules for the wizard class and Aetaltan wizards are described in detail in Magic and Spells. In addition, every wizard begins the game with the essence sense ability.
Jul 15, 2022 9:13 pm
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The mountebank’s most dangerous weapon is their wit, and their strongest armor is a well-crafted lie. They can talk their way past the gates of a heavily-guarded fortress, out of a deadly trap, or into the good graces of their deadliest enemy. That isn’t to say that they let their sabers grow rusty. After all, things tend to get a tad uncomfortable if the tar- get sees through the mountebank’s verbal glamour.

History
Mountebanks are charismatic and quick-witted individuals who learned they could get anything they wanted using nothing more than their charm, panache, and a few well-chosen words. Their kind have existed since the first enari walked the surface of Aetaltis.

Origins
A mountebank may come from any background, although a good education is a valuable asset. Still, if a mountebank doesn’t know a thing, they can pretend they do and likely convince others of it. An individual with enough natural charm, determination, and talent can overcome a lack of education to learn the mountebank’s trade.

Training
There is no such thing as "mountebank training," but most mountebanks receive instruction in performance at some point during their lives. Some were members of an acting troupe while others were the stars of their local festival pageants. Whatever the source of the training, a bit of experience on the stage is invaluable to the mountebank.

Academic education is equally important for the mountebank. The tiniest seed of knowledge can become a jungle of deception to a skilled mountebank. The seed is required, however, and even a short academic education provides a wealth of material.

Equipment
From their clothing to their weapons, the mountebank’s equipment is designed to serve their trade. Armor festooned with bangles distracts the mark from the mountebank’s true intentions, while a silken shirt fit for a noble suggests a rank far higher than the mountebank ever earned. The mountebank also keeps a well-stocked disguise kit at the ready.

A touch of powder gives a sickly pall that can deceive the target into thinking the mountebank is helpless and weak. A bit of hair dye and a false beard, and suddenly they have the look of a northland merchant.

Religion
The mountebank holds Zevas dear, and they often call on him to provide them with cunning to accomplish their goals. Their favorite means of honoring Zevas is by talking someone else into providing a generous donation to Zevas’s temple. Mountebanks also worship Elendra, for she is the muse that guides them as they create the intricate illusions of their craft.

Philosophy
Mountebanks believe if a mark is fool enough to fall for their tricks, then the target deserved whatever loss they incurred. They further rationalize their actions with a belief that if the person is that dimwitted, they would have brought the same harm on themselves one way or another anyhow. The mountebank simply made sure the mark’s blundering benefited the mountebank, rather than someone less deserving.

Unusual Customs, Traditions and Taboos
Mountebanks are highly competitive. When encountering another of their profession, they will take great risks and go to incredible lengths to out-do one another. These duels of wit are the downfall of many mountebanks, as they are often tempted to try stunts far more audacious than anything they’d attempt under normal circumstances.

Class Features
As a mountebank, you have the following class features:

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Hit Points
Hit Dice 1d8 per mountebank level
Hit Points at 1st Level 8+ your Constitution modifier Hit Points at Higher Levels 1d8 (or 5) + your Constitution modifier per mountebank level after 1st

Proficiencies
Armor Light Armor
Weapons Simple weapons, hand crossbow, longsword, rapier, shortsword, and whip
Tools Disguise kit
Saving Throws Wisdom, Charisma
Skills Choose four from Deception, History, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, and Sleight of Hand

Equipment
You start with the following equipment, in addition to the equipment from your culture, background, and calling:
• (a) rapier or (b) a longsword
• (a) shortbow and quiver of 20 arrows or (b) a light
crossbow with a quiver of 20 bolts
• (a) entertainer’s pack or (b) an explorer’s pack
• Leather armor, a dagger, an outfit of wealthy clothing, and a wealthy cloak

FAVORITE MARK
Beginning at 1st level, you have significant experience studying and influencing specific types of backgrounds, social classes, or professions. Choose one background or occupation as your favorite mark. You have advantage on Charisma checks to influence your favorite mark, as well as on Intelligence (Investigation) when studying them in advance of a con. You gain additional favorite marks at 6th level and 14th level.

CLOAK DEFENSE
Your flourishing moves when using a cloak in combat aid in your defense. You gain a +2 shield bonus when wearing a cloak and have a free hand to flourish it. Magical enchantments may increase the AC bonus of the cloak. You may not use your cloak to perform a shield block reaction.

EXPERTISE
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Disguise Kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 7th level, you can choose two more of your proficiencies (in skills or with Disguise Kit) to gain this benefit.

MOUNTEBANK LUCK
Mountebanks have inherent ability to twist the webs of fate without provoking Zevas, allowing them to accept temporary misfortune in exchange for great luck in the future. Any time a mountebank rolls a critical success, they may trade the success for an automatic failure and gain a point of inspiration. At 2nd level you may twist the webs of fate one time per short rest, at 9th level you may do so two times per short rest. These points of inspiration expire at the end of a short rest and may not be transferred to other players.

WITTY BANTER
At 3rd level, you learn to use your sharp wit and fast tongue to distract opponents in combat, allowing your allies to take advantage of the opportunity. As an action, make a Charisma (Deception) check contested by the target’s Wisdom saving throw. If you succeed, the first ally who attempts to attack the target has advantage on their attack. The target must understand your language and be able to hear you speak. Values Civility, comfort, attention

ARCHETYPES
At 3rd level, you choose an archetype that guides you in the development of your mountebank abilities: Fencer or Courtier. Both are detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 7th, 11th, and 15th level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

RELIABLE TALENT
By 13th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

MENTAL ACUITY
By 18th level, you have acquired greater mental acuity. You gain proficiency in Intelligence saving throws.

STROKE OF LUCK
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.

Con Artist Archetype
A con artist lives to lie. You dedicate every waking mo- ment to weaving webs of falsehood that you leverage to get everything you want out of life. To you, life is nothing but one long con, and in life you’re either the con or the mark. It’s your aim to ensure you’re always the one that comes out on top.

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MASTER OF DECEPTION
Starting at 3rd level, you learn masterful deceptions powered by a set of dice called deception dice.
Deceptions When you choose this archetype you master three deceptions. These deceptions are enhancements to the tricks, lies, and misdirection you employ as part of your trade. You may only use one deception per action or ability check. At 7th, 11th, and 15th level you gain mastery over two additional deceptions.
Deception Dice You gain a deception dice pool of four d8s. You can add an additional deception die at 7th, 11th, and 15th level. Each time you use one of your deceptions, you expend one of your deception dice. After a short or long rest, all deception dice are restored.
Saving Throws If a deception requires a saving throw, use the following formula to calculate the DC:
8 + Proficiency Bonus + Charisma Bonus = Deception DC

CULTURAL CHAMELEON
At 7th level you master the ability to blend into cultures different from your own. After spending one week immersed in a culture, you can pass as a native as long as you are not scrutinized. If you are scrutinized or find yourself in an unusual or stressful situation, make an opposed Charisma (Deception) against the other person’s Wisdom (Insight) to maintain the deception. Obvious physical discrepancies or an inability to speak the language will always lead to scrutiny. After a week away from the culture you lose the benefits and must spend another week immersed to regain them.

IMPROVISED DISGUISE
Starting at 11th level, you may spend one round to throw together a disguise using nothing more than the things you find within reach. You must have access to something with which to build the disguise, but anything you can impro- vise with (a table cloth for a cape, a few brush bristles for a moustache) will work.

THE GOOD LIFE
When you reach 15th level, your deception skills are so refined you can maintain an aristocratic lifestyle without paying a dime of your own money. You constantly have a host of small cons running that provide you with aristocratic lifestyle level of meals, housing, entertainment, and clothing. The web of cons is so masterful you never need to make Charisma (Deception) checks to convince others your lifestyle is completely legitimate.

DECEPTIONS
The following deceptions are available to the con artist beginning at third level. They are presented in alphabetical order.
Charming Con By expending a deception die, you momentarily convince a non-hostile mark that not only are you not a threat, but that you’re actually on their side as if you were casting the charm person spell. Your mark must succeed at a Wisdom saving throw to avoid the effect. If they fail, they gain the charmed condition in their relation to you for a number of minutes equal to your roll on the deception die. You may charm one additional mark for each additional deception die you expend, but you only roll one die for the duration.
Cloaked Flourish If you are wearing a cloak, you may expend a deception die to flourish it to distract your opponent and make yourself harder to hit. Roll your deception die and add the result to your AC until the start of your next turn. This stacks with the cloak defense feature.
Convincing Argument You expend a deception die to fool a non-hostile mark into performing a simple action as
if you were casting the suggestion spell. The mark makes a Wisdom saving throw. On a failure, they behave as if you’d cast the suggestion spell on them with a duration in rounds equal to your roll on the deception die. At the end of the duration, they put two and two together and realize they’ve been fooled. You may fool one additional mark for each additional deception die you expend, but you only roll one die for the duration.
Distracting Con You expend a deception die to draw the mark’s complete attention to you, creating an opening for a friend to perform an action the mark might otherwise oppose. Your companion has advantage on their next action as long as it occurs before your next action and opposes the mark. Examples include an attack made against the mark, a Dexterity (Stealth) check to hide from the mark, or a Charisma (Deception) check to deceive the mark.
Fade Into the Crowd When in a crowd of people, you may expend a deception die to hide from your mark, even if the mark can clearly see you. Make a Dexterity (Stealth) check to hide and add your deception dice roll to the result, contested by the mark’s Wisdom (Perception) check. If you succeed, you fade into the crowd and the mark loses sight of you.
Free Sample By expending a deception die, you convince your mark to give you something equal to or less than the amount you roll on the deception die in silver pieces.
Frightening Con You expend a deception die to concoct a terrifying story that momentarily frightens your mark. Your mark must make a Wisdom saving throw. If they fail, they gain the frightened condition focused on the person or thing you’ve described as a threat. The condition lasts for a number of rounds equal to your roll of the deception die, at which point they recognize that they’ve been fooled. You may fool one additional mark for each additional deception die you expend, but you only roll one die for the duration.
Just a Warning You convince a member of law enforcement to overlook a minor infraction and let you off with a warning. The officer must make a Wisdom saving throw with a DC modified by your roll on the deception die. On a failure, they warn you not to commit another crime, but let you go with no fines or punishment. If the crime involved theft, you must hand over the stolen goods to the officer.
Just Kidding If you fail at a social interaction roll, you may expend a deception die to laugh off the original failure as a joke and try again. On the reroll, add your deception die result to your total. You must accept the result from the second attempt.

Fencer Archetype
The fencer has learned to apply their skills of deception to combat. They still live for the con, but they also realize if it all falls apart they might need to let their sword do the talking.

ELUSIVE FIGHTER
Starting at 3rd level, your quick thinking and graceful moves allow you to rapidly disengage from combat. You can take a bonus action on each of your turns in combat. This action can be used only to Disengage.

DANCE OF DEATH
Starting at 7th level, your ability to visualize the battlefield and quick thinking allow you to easily reposition your ene- mies through a series of feints and deceptions. You may take a Reaction to reposition someone attacking you. The target must be no more than one size larger than you and must be within your reach. You make a Charisma (Deception) check contested by the target’s Wisdom (Insight). If you win the contest, you reposition the target in an open space within 5 feet of it.

EVASION
Starting at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half-damage, you instead take no damage if you succeed on the saving throw, and only half-damage if you fail.

MASTERFUL DISARM
Starting at 15th level, on a successful melee attack you may attempt to disarm your foe instead of causing damage. The foe must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + the ability bonus for the ability used in your attack. On a failure, they drop the object you choose. It lands at their feet.
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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

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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.

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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.

https://i.imgur.com/qRS3Hjt.png

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:
Final Rest Hunt down and destroy undead and then perform the last rites on their bodies.
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.
Protector of Mystery Aid another in protecting a secret from those who should not know it.
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.

https://i.imgur.com/JxH1NZi.png

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:
Cleanse the Deep Journey into the Deeplands to cleanse it of the darkness within.
Healing Hand Aid those who carry out the will of the other enaros by providing healing and comfort.
Protector Use Alantra’s power to defend the family, hearths, and homes of the innocent.
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.

https://i.imgur.com/DQCPmqp.png

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:
Droth’s Shield Help others achieve their goals by shielding them from the suffering they are not yet worthy to experience.
Join the Fight Seek out battles to join, choosing sides based on who you feel is most deserving of Droth’s blessings.
Test Your Limits Engage in tasks sure to result in personal pain and suffering so you can test just how much you can take.
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.

https://i.imgur.com/uzsX6z6.png

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:
Lost Glory Seek a lost masterpiece from a distant age and return it to the world.
Masterpiece Help an artist to create a work of art that touches the soul of those who experience it.
Path to Peace Assist in helping longtime rivals to find a pathway to a permanent peace.
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.

https://i.imgur.com/batHqSj.png

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:
Defender Defend a wild place or plants against wan- ton destruction or befoulment.
Discovery Discover previously unseen or forgotten places of natural wonder.
Elders Seek out and commune with one of the Elder plants from the Age of Dawn.
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.

https://i.imgur.com/VerHi7s.png

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:
Lowered Inhibitions Assist a person or group in freeing themselves from their fears and inhibitions.
Perfect Beauty Seek to recover or restore a thing of perfect beauty so that all may gaze upon.
Vengeance Enable the pursuit of unrestrained vengeance with no thought to consequences.
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.

https://i.imgur.com/IvvRwfl.png

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:
Cleanse by Fire Bring the fire of Modren to burn away evil that has corrupted a place.
Legendary Forging Undertake tasks that will eventually lead to the forging of a legendary item.
Recovery Work to recover an item of legendary craftsmanship.
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.

https://i.imgur.com/G9UJVDF.png

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:
Mystery of the Deep Unlock a long-standing mystery about a sea, lake, or river.
New Paths Aid a person or people seeking to make a dramatic change to an entrenched or stagnant way of life.
Purification Purify a river, stream, or body of water that has been fouled.
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.

https://i.imgur.com/Vkb5Fsr.png

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:
Arcane Purity Put a stop to forbidden magic, a mad spellcaster, or arcane magic corrupted by darkness.
Judgment Learn the facts around an alleged injustice so a fair judgment may be objectively rendered.
Lost Knowledge Rediscover lost knowledge and return it to the temple.
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.

https://i.imgur.com/hGjTv5u.png

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:
Great Hunt Participate in a dangerous and challenging hunt for worthy game.
Rediscovered Majesty Seek out a wild creature un- seen for ages or thought to be legend.
Savage Vengeance Rain vengeance down upon those who have treated animals cruelly or wastefully.
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.

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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:
Heist Aid a rogue or burglar in pulling off a complicated heist against a deserving target.
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.
Secret Discover a valuable secret that will help with the temple’s future endeavors.
Trade Route Help open a new trade route or source of valuable goods.

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