Wish Domain

by Eiti3

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Wish Domain

Everyone wishes. Everyone regrets. Be it little or small, or the grandest or wildest of wishes, everyone hopes and dreams for something. From flipping a copper into a well, to wishing on a shooting star, or taking it one step further by seeking a bargain with an otherworldly creature, people believe in the smallest of chances that their hope - their wish - will come true.

But what if there was someone listening to every wish, gathering them, and cherishing them? Certain gods and other divine beings lord over the domain of wishes, desires, envy, fortune, and jealousy. Tymora, Astilabor, Tyche, Shed, and Saga are but a few examples of deities who grant fortunes and favors to all.

Whatever your wish is, it has been heard, received, and held onto by a god who will help you grant your wish. Be your wish something as earnest as peace or something as vile as vengeance, you become a proxy of your god granting the wishes of others, for yours will come in time.

Every wish granted fuels you and your god, as a wish is a prayer unbeknownst. Everyone wishes. Everyone wants. Everyone is a follower of the domain of wishes.

Domain Spell List

You gain domain spells at the cleric levels listed in the Wish Domain Spells table. Once gained, domain spells are always prepared and do not count against the number of spells a cleric can prepare for each day.

Wish Domain Spells

Cleric Level Spells
1st command, heroism
3rd lesser restoration, suggestion
5th create food and water, revivify
7th banishment, fabricate
9th creation, greater restoration

Bonus Proficiencies

Starting when you choose this domain at 1st level, you gain proficiency with the Insight and Persuasion skills. You have become learned in discovering the wishes of others.

Herald of Wishes

Also at 1st level, wherever you go there seems to be an influx in wants and desires. As an action, you can cause a creature you have spent at least 1 minute talking to pursue their greatest desire. The target must make a Wisdom saving throw against your spell save DC. On a failed save, for the next hour the target will pursue any course of action that is not harmful to itself or its allies that would accomplish that desire. The creature can be shaken from this stupor as an action or if it or an ally it can see takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

In addition, you learn the guidance cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet.

Channel Divinity: Lesser Wish

Starting at 2nd level, you can use your Channel Divinity to perform a minor miracle.

As an action, you present your holy symbol and make a wish. You summon a small, non-magical object of your choice in your hands. The object you summon can be something worth no more than 10 gp and lasts for an hour, or until you choose to dismiss it as an action. When you summon an object with a value no more than 1 gp, such as a child's doll, a wooden sword, or a shiny stone, the object instead becomes permanent until you dismiss it as an action.

Using any material created by this feature as another spell's material component causes the spell to fail.

Channel Divinity: Last Hope

At 6th level, you have been able to help someone who would otherwise be doomed to suffer. As a reaction when a creature you can see within 30 feet of you would be reduced to 0 hit points, you can cause the target to drop to 1 hit point instead.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Keeper of Wishes

Starting at 17th level, you keep the wishes of those around you and cherish them. You can create four objects, instead of one, when you use your Lesser Wish Channel Divinity. The objects you summon can now be worth no more than 100 gp.

Whenever a creature is in possession of one of your summoned objects, that creature gains +1 to all of their ability checks and saving throws. A number of summoned objects equal to your Wisdom modifier (minimum of one) can grant this benefit to a creature holding the object. You choose which objects grant this benefit when you finish a short or long rest, or use your Lesser Wish Channel Divinity. A creature can only gain the benefits from one object created this way.

 

Variant 17th Level Feature:
Miracle Worker

When you reach 17th level, you become a walking conduit for miracles.

When you would use your Divine Intervention feature and your deity intervenes, you regain your use your Divine Intervention feature when you finish a long rest if the nature of the intervention falls within the listed effects of the wish spell.

If the nature of the Divine Intervention would exceed the scope of the effects listed in the wish spell with something outside the scope of the wish spell's examples (including those that would normally cause stress to the caster), you can't attempt to use your Divine Intervention feature for 7 days, as normal.

Divine Domain: Wish Domain | /u/Eiti3
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