Cleric/Civilization Domain

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cleric

Civilization Domain

Gods of Civilization —including Amaunator, Erastil, and Athena— concern themselves with the ideals of communities and laws. They oversee the construction of towns, cities, and empires. Devouts of civilization are often leaders of small villages as well as sprawling metropolises. They are pioneers and settlers, taming the wilds in the name of order and society, and they are judges and councilors, bringing the stability and justice of their faith to the heart of civilization. Whether grand cathedrals or humble abbies, the gathering places of followers of these gods tend to be the centers of their communities.

Domain Spells

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

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, as well as two tools of your choice. You also gain proficiency in one of the following skills of your choice: History, Investigation, Persuasion, or Society.

Divine Consul

Starting at 1st level, you are able to sense the presence of civilization itself. By spending 1 minute in meditation, you can discern the direction, distance, and name of the nearest settlement within 100 miles. You also learn the name and title of the ruler of that settlement, as well as the name and title of their liege, if they have one. Additionally, you learn the majority race and culture, as well as the general size and description of the settlement, such as "port city" or "farming town".

🗲 Commune with Civilization

5th-level divination (ritual)

Casting Time: 1 minute
Range: Self
Components: V, S
Duration: Instantaneous

You briefly become one with civilization and gain knowledge of the surrounding territory. In a civilized area, the spell gives you knowledge of the area within 3 miles of you. The spell doesn’t function where there is no construction, such as in the wilderness.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • road layout and landmarks
  • prevalent goods, services, factions, or cultures
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • building and establishment types of your choice

For example, you could determine the fastest route to the city center, the popular local foods, and the location of any blacksmiths in the area.

Channel Divinity: Flagbearer

Starting at 2nd level, you carry forth the colors of your faith and your civilization, rallying your allies to action in its name.

As an action, you can use your Channel Divinity to conjure an incorporeal banner in an unoccupied space within 5 feet of you, bearing the flag of your civilization, faith, or your own personal heraldry.

When you place the banner, each friendly creature within 60 feet of it that can see the banner can immediately move up to their speed towards it as a reaction, without provoking attacks of opportunity.

The banner projects a holy aura with a radius of 30 feet. When a friendly creature within the aura makes a saving throw, they can roll a d4 and add the number rolled to the saving throw. Undead within the aura have disadvantage on saving throws against any effect that turns undead.

The banner lasts for 10 minutes, or until you use this Channel Divinity again.

Shared Burden

Beginning at 6th level, When a friendly creature within 30 feet of you takes damage, you can use your reaction to magically split the damage between you and the target. The target instead takes half as much damage, and you take the same amount of damage. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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

Colonization

Starting at 17th level, you can effortlessly turn even the most desolate of wilderness into a bastion of civilization. You gain the mighty fortress and temple of the gods spells, which count as cleric spells for you, and don't count against the number of spells you can prepare each day. When you cast either of these spells, you can do so without material components.