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Cleric |
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Cleric: Divine Aspect: Chaos |
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Your divine aspect
grants you a cantrip from a bespoke list as well as allows you to prepare
additional spells that are not available on the divine spell list at certain
levels. For you, these spells are cleric spells. Your choice of
divine aspect also grants you another option to use with your ‘‘channel
divinity’’ feature. |
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Aspect Options |
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Choose from the following divine aspects: |
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Channel Aspect Options |
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At 2nd level, you can also choose one of the
following ‘channel divinity’ options based on your chosen divine aspect: Channel Divinity: Binding Yoke Required aspect: Evil, Order, Tyranny, Unaligned Starting at 2nd level, you can use your ‘channel
divinity’ to bind creatures in mental or spiritual binds. As an action, each
creature of your choice within 10 feet of you must make a Charisma saving
throw. On a failed saving throw, a creature becomes restrained and weakened
until the end of your next turn. This effect ends early for a creature if
you move more than 10 feet away from it. Channel Divinity: Commanding Presence Required aspect: Order, Peace, Tyranny Starting at 2nd level, you can use your ‘channel
divinity’ to exert an awesome presence over others. As an action, you present your holy symbol, and each
creature of your choice that can see or hear you within 30 feet of you must
succeed on a Wisdom saving throw. On a failed saving throw, a target is charmed
by you until the end of your next turn or until the charmed creature
takes any damage. On a failed saving throw, you can also cause any of the charmed
creatures to drop what they are holding and become dazed while charmed. Channel Divinity: Corrupting Touch Required aspect: Destruction, Evil, Tyranny Starting at 2nd level, you can use your ‘channel
divinity’ to cause temporary corruption to take hold of a creature. As a bonus
action, a creature you touch must make a Wisdom saving throw. On a failed
saving throw, the creature becomes charmed by you and confused
until the end of your next turn. On a successful saving throw, the creature
becomes frightened of you instead. On its turn, if the creature rolls 9 or 10 when
determining its behaviour for being confused, it must use its action
on its turn to make an attack against a creature other than itself that you
mentally choose. |
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Channel Divinity: Destroy Undead Required aspect: Good, Order, Peace, Unaligned Starting at 2nd level, you can use your ‘channel
divinity’ as an action to channel your divine aspect to destroy undead
creatures. Roll a number of d8s equal to your Wisdom modifier. Undead
creatures within 30 feet of you take radiant damage equal to the roll total. In addition, if taking this damage leaves the undead
creatures at or below a certain hit point threshold, as shown in the destroy
undead table, it must make a Charisma saving throw or be instantly destroyed. |
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Channel Divinity: Destructive Wrath Required aspect: Chaos, Destruction, Evil, Unaligned Starting at 2nd level, you can use your ‘channel
divinity’ to wield the power of untamed destruction. When you cast a cleric spell that deals damage, you
can immediately use your ‘channel divinity’ as a bonus action to maximize the
damage roll of a number of dice equal to your Wisdom modifier before you
roll. You then roll the remainder of the dice and add the roll to the
maximized damage dice (e.g. a cleric with 16 Wisdom who hits a creature with guiding
bolt can maximize three of the spell’s four damage dice and roll the last
damage dice to calculate how much damage they deal with the spell). Channel Divinity: Invoke Duplicity Required aspect: Chaos, Destruction, Freedom Starting at 2nd level, you can use your ‘channel
divinity’ to create an illusory duplicate of yourself. As an action, you can
expend one use of your ‘channel divinity’ to teleport up to 30 feet to an
unoccupied space you can see, and you create a perfect visual illusion of
yourself in the space you left. The duplicate lasts for 1 minute. For the
duration, you gain the following benefits: •
On your turn, you can
move the duplicate up to 30 feet in any direction within 120 feet of yourself
(though the duplicate only has the same type of movement that you have - e.g.
if you have a fly speed, so does the duplicate). •
You can see and hear as
if you were in the duplicate’s space as well as your own. •
You can cast spells as
though you were in the duplicate’s space •
When both you and your
duplicate are within 5 feet of a creature that can see you both, you have
advantage on attack rolls against that creature. •
You can use a bonus
action to teleport swapping places with the duplicate. •
A dispel magic spell
cast on the duplicate ends the effect early. Channel Divinity: Masking Veil Required aspect: Chaos, Freedom, Good, Unaligned Starting at 2nd level, you can use your ‘channel
divinity’ to mask yourself and your allies. As an action, each creature of
your choice within 30 feet becomes invisible until the beginning of
your next turn and is teleported up to 10 feet to a point you can see.
Affected creatures are also immune to the grappled and restrained
condition while invisible in this way. This effect ends early for a creature if it attacks
or casts a spell. Channel Divinity: Soothing Balm Required aspect: Freedom,
Good, Peace Starting
at 2nd level, you can use your ‘channel divinity’ to make your very presence
a soothing balm. As a bonus action, you can move up to your speed, without
provoking opportunity attacks, and when you move within 5 feet of any other
creature during this action, you can restore a number of hit points to that
creature equal to your Wisdom modifier + your cleric level. A creature can
receive this healing only once whenever you take this action. Alternatively,
if the target is suffering from one of the following conditions, you can end
the condition for that target instead of healing it: burning, confused,
dazed, diseased, fatigued, frightened, poisoned, or
weakened. |
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