Divine Domain: Doomsayer
Doomsayers often feel cursed by the bizarre visions of the future that they are bombarded with. They are prophets of fate or time, although sometimes they have trouble being taken seriously.
Doomsayer Spells
| Cleric Level | Spells |
|---|---|
| 1st | Dissonant Whispers, Identify |
| 3rd | Detect Thoughts,Suggestion |
| 5th | Fear, Tongues |
| 7th | Confusion, Divination |
| 9th | Dispel Evil & Good, Synaptic Static |
Bonus Proficiencies
When you choose this domain at 1st level, you learn one exotic language.
You also gain proficiency in one of the following skills: Insight, Intimidation
, Perception
Bonus Cantrip
At 1st level, you learn the Vicious Mockery
cantrip. It counts as a cleric cantrip for you,
but doesn't count against your number of cantrips known.
Blessing of Fate
You can designate a number of allies equal to your proficiency bonus as a target of Blessing of Fate.
As an action, designate who is bestowed the blessing, & then roll a d20.
Until you use this feature again, one of this blessing's targets may replace an Ability Check, Skill Check, or Saving Throw they make with the number rolled through this feature.
Once the die is used the blessing ends.
You regain use of this Feature after a short rest.
Channel Divinity: Destructive Roots
At 2nd level,you can use your Channel Divinity to
root yourself to your current spot and cause the world around you to fall apart.
You concentrate & the ground in a 20ft radius centered on you crumbles and ruptures, becoming difficult terrain.
The space you occupy is unaffected.
Large creatures, or those smaller, in the area must succeed a Dexterity saving throw or be knocked prone.
Creatures that succeed against the saving throw automatically pass any subsequent saving throws triggered by Destructive Roots.
Difficult terrain created by this ability remains for 24 hours before returning to its original state.
Improved Destructive Roots
At 6th level, as an action on the next round after your Channel Divinity: Destructive Roots, you may continue to concentrate on this area; doing so increases the radius of difficult terrain by 10ft.
Large creatures, or those smaller, in the area must succeed a Dexterity saving throw or be knocked prone.
Blessed Strikes
At 8th level, You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
End Is Nigh
At 17th level, the first time you use Destructive Roots each long rest, you may verbally Doomsay one
creature in the area of effect.
For one minute,
the next melee attack that hits the target, deals an additional 8d6
psychic damage.
Divine Domain: Trueseer
Trueseers seek to understand the malleability of truth and illusion, spending their time divining with mirrors or pools of water, even thick mists. Some may serve as a unknowing pawn to some extraplanar or divine force.
Trueseer Spells
| Cleric Level | Spells |
|---|---|
| 1st | Disguise Self, Silent Image |
| 3rd | Nystul's Magic Aura, Shadow Blade |
| 5th | Intellect Fortress, Phantom Steed |
| 7th | Hallucinatory Terrain, Phantasmal Killer |
| 9th | Mislead, Seeming |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with the Forgery Kit .
You also gain proficiency in Deception, & may add your Wisdom modifier to Charisma skill checks you make.
Bonus Cantrip
At 1st level, you learn the minor illusion
cantrip. It counts as a cleric cantrip for you,
but doesn't count against your number of cantrips known.
Blessing of Half-truth
As an action, you may touch a willing creature, other than yourself.
For the next minute they have advantage on Perception checks.
Channel Divinity: Mirrored Retreat
At 2nd level, you can use your Channel Divinity to
release four illusory duplicates that move in four different directions.
Their AC is 12+ your proficiency bonus.
The duplicates continue to retreat in their chosen direction up to your movement speed, avoiding walls and other barriers but unable to open doors or interact with objects.
You may change places with a duplicate once they are all positioned.
After one minute the illusions fade.
Landing a hit on a duplicate reveals it to be an illusion.
Creatures can make an
Investigation skill check as an action
to discern the illusion & creatures with Keen Senses do so at advantage.
Channel Divinity: Call The Mist
At 6th level, you can use your Channel Divinity to heavily obscure an area with an illusory mist.
It originates at the center of a point you see within 60ft, encompassing a 20ft radius.
After one minute the illusion fades.
Allies you choose can see through the illusion.
Creatures can
make an Investigation skill check as an action
to discern the illusion & creatures with Keen Senses do so at advantage.
Blessed Strikes
At 8th level, You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature.
Once you deal this damage, you can't use this feature again until the start of your next turn.
Occult Eye
At 17th level, as an action, you may expend a use of Channel Divinity to gain Truesight for one hour out to a range of 60 feet.
Divine Domain: Creation
The way these Oracles tap into primordial forces of creation, not unlike a wild mage, or a druid.
The exact method is something revealed to them & most aren't keen to exposit.
Creation Spells
| Cleric Level | Spells |
|---|---|
| 1st | Cure Wounds, Find Familiar |
| 3rd | Healing Word, Moonbeam |
| 5th | Daylight, Leomund's Tiny Hut |
| 7th | Polymorph, Summon Elemental |
| 9th | Animate Objects, Creation |
Bonus Proficiencies
When you choose this domain at 1st level,add Primordial to your languages known.
You also gain proficiency in one of the following skills: Arcana, Nature, Performance & may add your Wisdom bonus to skill checks you make with the selected skill.
Bonus Cantrip
At 1st level, you learn the Shillelagh cantrip. It counts as a cleric cantrip for you, but doesn't count against your number of cantrips known.
Combat Healer
At 1st level,
Whenever you cast a healing spell,you may expend an additional spell slot of the same level, to cast it as a bonus action instead.
When you cast a healing spell in this way you may reroll any number of the die rolled once.
Channel Divinity: Energy Body
At 2nd level,
you can use your Channel Divinity to
transform your body into pure life energy, resembling a golden-white fire elemental.
In this form, you gain the elemental subtype and give off a warm, welcoming light that sheds bright light for 15 feet.
Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time takes 1d6 points of radiant damage.
Creatures with a reach weapon are unaffected.
At the start of their turn, if an ally is within 5 ft of you
they heal 1d6+ your Wisdom modifier
hit points.
You remain in this form for a number of rounds equal to your proficiency bonus.
Safe Curing
At 6th level, whenever you cast a healing spell, you avoid the next opportunity attack you would take until the end of your turn.
Enhanced Cures
At 8th level, whenever you cast a healing spell, the target heals an additional number of hit points equal to your proficiency bonus.
Life Sense
At 17th level, as an action,you expend a use of your Channel Divinity to gain Blindsight for one hour out to a range of 60 feet.