Cleric: Planar Domain

by JohnnyCleaver

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Planar Domain

Gods of the planes seek to protect the walls between them, keeping the planes contained, less they spill into each other and destroy the multiverse. To these gods the machinations and politics of the inhabitents only matter when they set their sights beyond their home. These gods include Nuun, Aither, Fharlanghn, and Boccob.

Planar Domain Spells

Cleric Level Spells
1st Protection from Evil and Good, Detect Good and Evil
3rd Blur, Misty Step
5th Blink, Magic Circle
7th Dimension Door, Banishment
9th Planar Binding, Teleportation Circle

Dimensional Grab

At 1st level you gain the ability to relocate objects through the plane. As a bonus action you can attempt to teleport an object you can see within 60 feet of you that weighs up to 100 x your cleric level pounds. If the object isn't being worn or carried, you automatically teleport it to a space you can see within 30 feet of you.

If the object is worn or carried by a creature, you must make an ability check with your Spellcasting ability contested by that creature's Strength or Dexterity check. If you succeed, you teleport it to a space you can see within 30 feet of you.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Fold Space

Starting at 2nd level, you may use your Channel Divinity to warp reality, throwing allies out of harm’s way. When a creature other than yourself is damaged within 30 feet of you, you may use your reaction to present your holy symbol and teleport them to an unoccupied space you can see within 30 feet of you.

Spell Step

Stating at 6th level, you learn to step through the fabric of the planes. When you cast a spell of 1st level or higher you may teleport up to 10 feet times the spells level to an unoccupied space you can see.

Divine Strike

Starting at 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Spaces

At 17th level, you have gained a mastery over planar travel, you gain the following benefits:

  • Planar Magic - Teleport and Demiplane are now cleric spells for you. Like other domain spells, they are always prepared for you and count as a Cleric spell.
  • Ethereal Sight - You can see into the Ethereal Plane
  • Impact Travel - Whenever you teleport yourself or another creature you may choose to create a force of energy at either the departure point or the arrival point. Each creature within 10 feet of the space must make a Constitution saving throw. On a failed save, a creature takes 4d10 force damage and is knocked prone, or half as much damage and does not fall prone on a successful save.
 

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