Domain Deed

From Kronopolis and the Flat Plane
Revision as of 05:41, 18 January 2024 by Wioum (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

This is a Cleric class feature.


  • You gain the Channel Divinity options from the Divine Domains you have chosen for your divine spellcasting. Below is the list of corresponding domains and their options.

Elemental Domains

Divine
Domain
Channel Divinity Description
Acid Acidic Meltdown
  • As an action, you touch a creature or an object within reach. A creature must make a Reflex check, taking 5 × your level in acid damage on a failed check and half as much on a successful one. An object takes 5 × your level in acid damage.
  • Additionally, if the target carries or wears corrodable armor or weapons, it must make a Reflex check. On a failed save, one piece of armor or weapon of your choice takes a permanent and cumulative -1 penalty. Armor reduced to an AL of 10 or a shield that drops to a +0 bonus is destroyed. Weapons reduced to -5 to hit and to damage are destroyed.
Air Shockwave Invocation You channel a forceful blast of wind.
  • As an action, a creature within 5 meters of you must make a Fortitude check, taking 3 × your level as bludgeoning damage and is pushed 5 × your level in meters on a failed save, or half as much on a successful one.
Crystal Arcane Bulwark
  • As a reaction, when you take damage from a spell or other magical effect from a creature within 3 meters of you, halve the damage. Streams of ethereal magic then arcs out from your body, and the creature who damaged you takes force damage equal to 2d10 + your level.
Dust Dust to Dust You augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes.
  • When you cast a spell that deals damage to one or more creatures, you may add your divine spellcasting modifier to the damage. Any creature reduced to 0 hit points by this spell is disintegrated into a fine grey dust, along with anything it is wearing or carrying (except for magic items). The creature can be restored to life only by means of a true resurrection or a wish spell.
  • Any Large or smaller nonmagical object or a creation of magical force that would be hit by the spell is also disintegrated.
Earth
Fire
Fog
Ice Ice Prison
  • As an action, you can brandish your holy symbol, facing a creature you can see within 10 meters of you. It must make a Fortitude save or the ice forming around it will encase it for 1 minute. While encased in this way a creature is incapacitated and its speed becomes 0, it is also immune to all damage while trapped. At the end of each of its turn it can try to repeat the Fortitude save, breaking free of the ice on a success.
Inertia
Lightning
Magma
Metal Divine Forging
  • As an hour-long ritual, you present your holy symbol, you can craft a nonmagical item that include some metal:
    • a simple or martial weapon
    • a suit of armor
    • 30 pieces of ammunition
    • a set of tools
    • or another metal object
  • At completion, the object is created. Additionally the following rules apply.
    • It must be worth equal to or less than 50 gp per level.
    • You must have the required metal to create the object, and any additional non-metal parts required.
Mist
Mud
Steam
Storm
Thunder
Water

Awakening Domains

Divine
Domain
Channel Divinity Description
Ambition
Apathy
Body
Creation Bring to Life Bring to Life
Death Touch of Death

Your touch can increase entropy and wither the life from living things.

  • As an action, make a melee spell attack against a creature within your reach. On a hit, that creature takes 1d4 necrotic damage. If one of these dice rolls a 3 or a 4, roll two additional dice of one size larger (d6, d8, d10, d12, d20), rolling again if these dice rolls their maximum value, and so on.
  • This attack's initial damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level
Displacement
Dream Slumber Slumber
Emotion
Illusion Invoke Duplicity Invoke Duplicity
Knowledge
Life Preserve Life
  • As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your character level. Choose any creatures within 10 meters of you, and divide those hit points among them.
    • This feature can restore a creature to no more than half of its hit point maximum.
    • You can't use this feature on an undead or a construct.
Mind
Nature
Sanity
Soul
Spirit Drain Spirit Drain Spirit
Tranquility

Aether Domains

Divine
Domain
Channel Divinity Description
Arcane Create Tear Create Tear
Astral
Chaos
Dark
Divine
Evil
Falsehood
Fate Seer's Omen Seer's Omen
Good Truce Truce
Law
Light Radiance of the Dawn
  • As an action, you present your holy symbol, and any magical darkness within 10 meters of you is dispelled.
  • Each hostile creature within 10 meters of you must make a Fortitude contest. A creature takes radiant damage equal to 1d10 + your divine spellcasting modifier, per point of proficiency bonus on a failed check, and half as much damage on a successful one.
    • A creature that has total cover from you is not affected.
Luck Chaos of Battle Chaos of Battle
Occult Blood Puppet Blood Puppet
Planar Arcane Abjuration Arcane Abjuration
Primal
Truth