Spatial Domain

by astrarche

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Spatial Domain

By @homebrewlesbian

While similar to Temporal Domain, clerics of the Spatial Domain find themselves able to manipulate the space around them and their allies, and are experts at teleportation. They tend to be more martial focused than their counterpart.

Spatial Domain Features
Cleric Level Feature
1st Domain Spells, Bonus Proficiencies, Slipstream
2nd Channel Divinity
6th Rift Point
8th Divine Strike
17th Space Adept

Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Spatial Domain Spells
Cleric Level Feature
1st Longstrider, Zephyr Strike
3rd Reduce/Enlarge, Blur
5th Haste, Slow
7th Banishment, Dimension Door
9th Far Step, Steel Wind Strike

Slipstream

Starting at 1st level, you have learned to subtly manipulate space around you, increasing your mobility. You gain an additional 5 ft of movement.

Additionally, you may use your reaction to cause opportunity attacks against you to have disadvantage until the end of your turn. You may use this a number of times equal to your Wisdom Modifier.

Author's Notes

Spatial Domain and Temporal Domain have been released as a set because of the similar subject matter. While they're different, there is definitive overlap, and it's why I invite you to consider mixing and matching class abilities to best fit your character for even a "Temporospatial" Domain cleric.

Channel Divinity: Spatial Curse

At 2nd level, you may use your Channel Divinity to hinder enemies.

As an action you may choose an enemy within 60 ft. of yourself and congeal the space around them. Their movement speed is halved and they have disadvantage on attack rolls and dexterity saving throws for one round.

Rift Point

At 6th level, you learn to manipulate space to a higher degree, for the benefit of yourself and your allies. You may use your bonus action to set a Rift Point (which encompasses one 5x5 space). So long as you are within 120 ft of this point, you may use your reaction to teleport yourself or an ally within 60 ft. of you, to this point and out of harm's way.

You may teleport yourself or an ally using this ability an amount of times equal to your Wisdom modifier.

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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Space Adept

At 17th level, you passively manipulate space around you to your benefit. You gain the following benefits:

  • You gain a second attack.
  • You may teleport your movement speed.
  • Your movement speed is increased by an additional 10 ft.