Cleric
At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following Boundary Domain option is available to you when making that choice.
Boundary Domain
The difference between a dank cave and a flowering field is often only a thin wall. Deities of the Boundary domain often play with what is understood and assumed. Some travel far and wide to other cultures and planes of existence, some-times incognito. Some shift and flow from one form to another, changing identities, personas, natures, avatars, and names. The boundary between a god of war and a goddess of love is thinner than mortals can understand, after all.
Followers of these gods travel between many places, whether planar travelers or more mundane troubadours. Deities of the Boundary domain include the Raven Queen, Wee Jas, the Traveler, Leira, Sirrion, and Hermes. Boundary deities rarely adhere to specifically "good" or "evil" moralities due to the focus on change and travel being regarded differ-ently by different cultures across time and space.
Domain Spells
1st-level Boundary Domain feature
You gain domain spells at the cleric levels listed in the Boundary Domain Spells table. See the Divine Domain class feature for how domain spells work.
Boundary Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | comprehend languages, protection from evil and good |
| 3rd | misty step, rope trick |
| 5th | blink, hunger of Hadar |
| 7th | banishment, dimension door |
| 9th | contact other plane, teleportation circle |
Ethereal Alacrity
1st-level Boundary Domain feature
Your movement becomes difficult to impede and comprehend. Your movement is unaffected by difficult terrain. You also gain a climbing speed and a swimming speed equal to your walking speed.
Channel Divinity: Shortened Steps
2nd-level Boundary Domain feature
You can use your Channel Divinity to twist local space to benefit your allies and befuddle your enemies.
As an action, you present your holy symbol, and you grant up to a number of creatures equal to your Wisdom modifier (minimum of one creature) of your choice that you can see within 30 feet of you the ability to open small portals to places within sight. Whenever a creature under this effect uses its movement, it can instead choose to teleport to an
unoccupied space it can see within 5 feet of itself, spending movement equal to the distance teleported. A creature can teleport multiple times, provided it has the movement to do so.
In addition, you can lengthen the space between you and your foes. Hostile creatures that you can see treat any space within 15 feet of you as difficult terrain.
Both of these effects last for 1 minute.
Mutable Form
6th-level Boundary Domain feature
You fully embrace the deep incoherence of shape and form.
As an action, you can release the solidity of your form. Your body, along with any equipment you are wearing or carrying, becomes like a gelatinous putty until the end of your next turn. You can move through any space as narrow as 1 inch without squeezing, and your movement doesn't provoke opportunity attacks. You also have resistance to nonmagical bludgeoning, piercing, and slashing damage while in this form.
If your transformation ends while you are in a space too small for your normal size, you take 2d6 force damage and are shunted to the nearest unoccupied space that can accommodate your size.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Potent Spellcasting
8th-level Boundary Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Shadow Skip
17th-level Boundary Domain feature
You can use your greater control of your form to lessen the harm done to you during battle. When you would take dam-age, you can use your reaction to halve all of the damage dealt by the triggering attack or effect.
... Never seen anything like it. We knew we were about to die. The flames jetting from the walls, the lever locked in place and boiling hot. I kept wondering what my Pa would think. But Liska ... her face didn't waver. She walked through the flames like a weekend walk in the park. When she made it to the lever, the heat didn't dissuade her—and I could see the metal bubbling, mind you. She just reached out with both hands and, with some crazy effort, locked it back in place. The fires receded. The room cooled. Her hands were burned something awful, clothes on fire, skin scorched. But she just stood there, calmly tending to her wounds.
I asked her how she did it later. I've stuck my hand in a campfire before on accident, and all I could think about was the pain. She just gave that blasted calm smile and said, "Pain exists in your mind, and only there. Closing that door is only a matter of practice."
She creeps me out, to be honest, but that creepiness saved us, and I'll never forget it.
Design Credits
- Created by Reddit user /u/livingstone_library
- "D&D Watercolor Stains" created by Jared Ondricek (Reddit user /u/flamableconcrete)
- This document was created using GM Binder
Art Credits
- Page 1: "Twilight Prophet" by Seb McKinnon
- Page 2: "Shadow of Doubt" by Greg Staples
Special Thanks
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