| Cleric Level | Spells | |:-:|:-| | 1st | *fog cloud, silent image* | | 3rd | *darkness, pass without trace* | | 5th | *fear, nondetection* | | 7th | *confusion, greater invisibility* | | 9th | *dream, mislead* | #### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency in the Stealth skill. \pagebreakNum #### Blessed by the Darkness Also starting at 1st level, you gain darkvision out to 60 feet. If you already have darkvision from other sources, the range of your darkvision is increased by 30 feet. Additionally, while you are in the dim light or darkness, you have advantage on the Dexterity (Stealth) checks. #### Channel Divinity: Veil of Darkness Starting at 2nd level, you can use an action to present the holy symbol and evoke the name of your deity, conjuring a magical veil that wipes senses of a creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw against your cleric spell save DC or becomes blinded and deafened for 1 minute or until your concentration is broken (as if concentrating on a spell). #### Channel Divinity: Cloak of Darkness When you reach 6th level, as an action, you can use your Channel Divinity to choose yourself or a willing creature you can see within 10 feet of you. If the chosen creature is in an area of dim light or darkness, it turns invisible for 1 hour or until it moves out to an area of bright light or takes an action, a bonus action, or a reaction. #### Favored by the Darkness Starting at 8th level, you gain blindsight out to 60 feet, and you can see normally in both magical and nonmagical darkness within the radius of your darkvision. Additionally, creatures in the area of darkness have disadvantage on saving throws against your cleric spells and your Channel Divinity options. #### One with the Darkness By 17th level, while you are in the area of darkness, you can use the Cloak of Darkness feature on yourself without expending a Channel Divinity use. Additionally, while you are in the area of dim light or darkness, you can use a bonus action to teleport into an unoccupied you can see within 30 feet of you, which also should be in dim light or darkness. ### Madness Domain Gods of madness, as their domain suggests, are simply mad, or at least works in such way that mortals perceive as insane or incomprehensible. Notable deities of madness include: Azathoth, the Binld Idiot God; Discord, the Dracoequines of Chaos and Disharmony; Sheogorath, the Daedric Prince of Madness; and Xom, the Unpredictable God of Chaos. Deities of madness seldom have churches, temples, or other organized system of belief and faith, nor do their followers need such rules. Instead, the deities and the believers often contact directly, with a little help from mind-affecting substances, such as boozes, drugs, smokes, and even cheese. \columnbreak Contrary to the widespread notion, followers and clerics of the deity of madness is *not* always mad by themselves. Often they are seekers of knowledges and guidance that deities provides, although in a cryptic, inconceivable and outlandish nonsense, that are sometimes actually well-intended and genuinely caring to their believers. #### Madness Domain Spells
| Cleric Level | Spells | |:-:|:-| | 1st | *command, Tasha's hideous laughter* | | 3rd | *crown of madness, suggestion* | | 5th | *fear, hypnotic pattern* | | 7th | *compulsion, confusion* | | 9th | *dream, legend lore* | #### Bonus Cantrip When you choose this domain at 1st level, you gain the *vicious mockery* cantrip. This cantrip counts as a cleric cantrip for you and is included in the number of cleric dantrips you know. #### Insane Incidents Also starting at 1st level, your deity can intervene to cause inexplicable incidents to your surroundings. Once on each of your turn when you case a cleric spell of 1st level or higher, you can choose to invoke such incidents. If you do so, roll on the Insane Incidents table to create a magical effect. If the chosen effect is a spell, it cannot be modified or otherwise affected by other effects (such as sorcerer's Metamagic) and if it normally requires concentration, it does not require concentration and lasts for its full duration. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Channel Divinity: Touch of the Mad God Starting at 2nd level, as an action, you can use your Channel Divinity to choose one creature you can see within 60 feet of you to "bless" it with your deity's power. Roll on the Insane Incidents table to determine the effect of your blessings. The chosen creature is affected by the chosen effect. You follow the following rules for the effects of the Insane Incident created with this feature, in addition to the rules that normally apply to your Insane Incidents: - If the chosen effect is a spell, you use your cleric spell save DC and cleric spell attack modifier for the spell. The effect works even if the creature is normally incapable of casting a spell. - If the chosen effect designates "you" as the target, the chosen creature is instead designated as the target. - If the chosen effect designates a random creature or object, you are designated as the target for that effect. \pagebreakNum
***The Golden Silence.*** Too many words hold no benefit. I speak only what is necessary, when it is necessary. I do not speak callously on which I do not thoroughly understand. ***Beware the Magic.*** Magic is not a power that can or should be toyed with. It is my solemn duty to warn others the harm of magic, and protect the weak and helpless from the danger that magic could too easily bring forth. ***Suffer Not the Witch to Live.*** Evil mages, heathen witches, and other villains abuse magic for their gains. My quest is to vanquish them, bringing them to punishment they deserve for toying with what they cannot cope with. #### Oath Spells Oath of Silence has no oath spells: You do not gain access to additional paladin spells when you take the Oath of Silence. #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Evoke Silence.*** As an action, you present your holy symbol and speak a prayer of abjuration, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. That creature must make a Charisma saving throw. On a failed save, the creature cannot speak, cast a spell, or concentrate on a spell for 1 minute. ***Interrupt Magic.*** When you see a creature within 30 feet of you casts a spell, you can use your Channel Divinity option as a reaction to interrupt the spellcasting process. The creature must make a saving throw using its spellcasting ability against your paladin spell saving throw. On a failed save, the creature's spell fails and have no effect. #### Divine Reserves Also starting at 3rd level, when you take this oath, you learn how to empower your power without relying on spells. You can use the following options: ***Heightened Divine Sense.*** When you use your Divine Sense feature, you can also see a faint aura around any visible creature or object within the area that bears magic, and you learn its school of magic, if any. ***Divine Replenishment.*** As a bonus action, you can expend one spell slot to replenish your Lay on Hands pool of healing. You regain 8 points for a 1st-level spell slot, plus 4 for each spell level higher than 1st, to a maximum of 20. ***Witch-hunting Smite.*** When you hit a creature that is concentrating on a spell with a melee weapon attack with your Divine Smie applied, you deal an additional 1d8 radiant damage with your Divine Smite, and the creature automatically loses concentration on the spell.
> ##### Breaking the Oath of Silence > A paladin who has sworn to the Oath of Silence breaks his or her vow simply by casting a spell, or attempting to cast a spell. > > An attempt of spellcasting can be pardoned with a rite of confession and forgiveness, while an act of actual spellcasting is punished by abandoning the paladin from the Oath of Silence. \pagebreakNum #### Aura of Magic Disruption Starting at 7th level, you emanate a divine aura within 10 feet of you that disrupts the flow of magic. You and a creature within your aura can use an action to end one spell that affects it. A creature that gained benefit from this aura cannot do so until it finishes a long rest. At 18th level, the range of this aura increases to 30 feet. #### Divine Abjuration Starting at 15th level, you have resistance to damage from spells, and have advantage on all saving throws made to avoid or resist the effect of spells. #### Envoy of Silence When you reach 20th level, you are the bringer of solemn silence and doom to all vile magic. As an action, you can present the holy symbol to create a zone of magical silence in a 30-foot sphere centered on you. No sound can be created within or pass through the zone, and all creatures that are entirely within the zone are deafened and cannot speak, cast a spell, or concentrate on a spell. When a creature first enters the zone or starts its turn there, it must make a Charisma saving throw against your paladin spell save DC or cannot speak, cast a spell, or concentrate on a spell for 1 minute, even after it leaves the zone. The zone lasts for 1 minute or until you are incapacitated. Once you use this feature, you cannot do so again until you finish a long rest. ### Oath of Vigilance The Oath of Vigilance is for a paladin who is sworn to fight against the vile creatures of the unknown and the evil in order to protect the world from their menace. Often, a league of paladins who follows the Oath of Vigilance can be found among ranger conclaves, hunter's guilds, or as an independent vigilant group. Vampire hunters, lycanthrope killers, and exorcists are also familiar with the Oath of Vigilance, if they are not part of the oath themselves. Notable gods, entities, and organizations that practice the Oath of Vigilance include Cernunnos, the Host of the Wild Hunt; the Healing Church of Yharnam; and the Hunters of the Grimm of the world of Remnant. #### Tenets of the Vigilance The Oath of Vigilance revolves around a number of virtues that are shared among paladins without told. ***Stay Awake.*** The evil lurks in every corner where the light does not shine. The evil never sleeps, so as a protector of the virtue from the foul and vile, neither should I. ***Stay Focused.*** Danger and threats come in many shapes and sizes, and one of the evil's favorite tactics is fear and disorientation. I shall not bend to such trick on mind — my mind will be clear and focused, no matter what. ***Stay Good.*** Too many times a paladin turns as wicked as the evil he or she faces. I understand that while it is my duty to stand against the evil, I shall not forget who I was standing up for — the weak, the innocent, and the virtuous. \columnbreak #### Oath Spells You gain oath spells at the paladin levels listed. | Paladin Level | Spells | |:-:|:-| | 3rd | *ensnaring strike, hail of thorns* | | 5th | *pass without trace, spike growth* | | 9th | *conjure barrage, lightning arrow* | | 13th | *freedom of movement, grasping vine* | | 17th | *conjure volley, tree stride* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options: ***See No Evil.*** As an action, you can present the holy symbol and speak the prayer of truth and vigilance, using your Channel Divinity. For 1 minute, your sight is heightened within 60 feet of you. Within this radius, you see invisible creatures and objects as if they were visible, see the true form of any shapeshifter, and automatically succeed on Intelligence (Investigation) checks made to discern illusions. ***Guided Shot.*** When you miss a creature with a ranged weapon attack, you can use a bonus action to speak the prayer of seeking and tracking, using your Channel Divinity. If the ammunition is not destroyed after the attack, it temporarily flies on your will. Using the same ammunition, you can make a ranged weapon attack against the same target or a creature you can see within 10 feet of the original target, and you have advantage on the attack roll. #### Divine Shot Also starting at 3rd level, when you hit a creature with a ranged weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell slot level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 of the target is a fiend or an undead. #### Aura of Keen Sight When you reach 7th level, as long as you are conscious, you and all friendly creatures within 10 feet of you add your Charisma modifier to Wisdom (Perception) checks and the attack rolls and damage rolls when making a ranged weapon attack (a minimum of +1). When you reach 18th level, the range of your aura increases to 30 feet. #### Vigilant Senses By 15th level, you cannot be surprised or magically put to sleep, and you need only half amount of sleep (or Trance for elves). You still need 8 hours to take a long rest as normal. Additionally, when you attack a creature you cannot see, your inability to see it does not impose disadvantage on your attack rolls against it. \pagebreakNum #### Eye of the Divine At 20th level, as a bonus action, you can channel the power bestowed upon you to awaken extraordinary senses. For the next minute, you gain the following benefits: - You are under the effect of the *true seeing* spell. - Once on each of your turn, you can use your Guided Shot feature without expending a Channel Divinity use. - Whenever you hit a creature with a ranged weapon, the creature takes an extra 1d6 radiant damage. If you also use your Divine Shot feature with an attack, you add this damage to the extra damage of your Divine Shot. Once you use this feature, you cannot use it again until you finish a long rest. ### Shadowspy An agent of Pelor's Shadow Guard, a Shadowspy voluntarily steps into the shadow of the night and the lawless in order to preserve the light and the innocent. Shadowspies are recruited by Shadowstrikers, the openly known associates of the churches of Pelor and Hieroneous, who trust the agents' devotion to their faith and the zeal to vanquish the evil by all means and costs. Life as a Shadowspy is lonely and secret. Shadowstrikers deny the very existence of secret service that collects rumors and witnesses of the wrong side of the town, and inhumes the evil overlords and criminal masterminds. But a Shadowspy always know that somewhere there is a crime happening, and the culprits will be coming with them, dead or alive — in most cases, and preferably, dead. #### Restriction: Pelor's Shadow Guard Paladins who choose to become a shadowspy must be a devoted follower of Pelor or Heironeous, and recruited by a shadowstriker to engage in espionage missions. **Oath of the Divine Espionage** serves as the generic name for this oath if you use it in other campaign settings or to model other paladins. #### Tenets of the Shadowspy Paladins who devote themselves as members of shadowspy are bound to the following tenets. ***We Work In The Dark.*** I do not exist. I do not reveal myself. If I ever have to introduce myself, it is either in fake name and identity, or anyone who so as much see or hear me cannot speak they did. ***We Serve The Light.*** My mission is to vanquish the evil that still lingers on in the darkest corners of the world. I have people to protect — people who needs the most desperate help, regardless of its shape and methods. ***We Never Sleep.*** I am the vigilant eyes and ears of the Shadow Guard. Every words I hear, every proofs I see, are most valuable for my duty. \columnbreak #### Oath Spells You gain oath spells at the paladin levels listed. | Paladin Level | Spells | |:-:|:-| | 3rd | *detect magic, silent image* | | 5th | *detect thoughts, zone of truth* | | 9th | *clairvoyance, nondetection* | | 13th | *arcane eye, locate creature* | | 17th | *passwall, modify memory* | #### Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity option. ***Divine Revelation.*** As a bonus action, you can use your Channel Divinity option to choose one creature you can see within 60 feet of you. An unwilling creature must succeed on a Wisdom saving throw against your paladin spell save DC to avoid this effect. For 1 minute, you can telepathically communicate with the target as long as you can see it, and automatically know when the target is lying. You do not need to share a language with the target for it to understand your telepathic messages, but it must be able to understand at least one language. ***Personal Eclipse.*** As an action, you can use your Channel Divinity option to turn invisible for 1 minute or until you take an action, cast a spell, or your concentration is broken (as if concentrating on a spell). #### Aura of Anonymity By 7th level, as long as you are conscious, you and other friendly creatures within 10 feet of you add your Charisma modifier to Dexterity (Stealth) checks made to hide and Charisma (Deception) checks made to disguise (minimum of +1). At 18th level, the range of this aura increases to 30 feet. #### Hide in Plain Sight Starting at 15th level, when you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. \pagebreakNum #### Master Shadowspy At 20th level, you can enter the state of focus and concentration, channelling the divine power to become a sleepless vigilante of your deity. For 1 minute, you gain the following benefits: - You gain truesight out to a range of 30 feet. - You have advantage on all Intelligence (Investigation) and Wisdom (Perception) checks, and no attack roll has advantage against you. - You gain immunity to psychic damage, your thoughts cannot be read by telepathy or other means unless you allow to do so. - Once on each of your turn when you hit a creature with a melee weapon attack, you can deal 5d8 radiant damage with the attack if you have advantage on the attack roll. Once you use this feature, you cannot do so again until you finish a long rest. ## Spells The following lists indicate which classes get the spells in this document. ### Cleric ##### 1st Level ___ - *divine admonishment* (enchantment) ##### 2nd Level ___ - *divine trial* (enchantment) - *zeal* (abjuration) ##### 3rd Level ___ - *sustain life* (necromancy) - *wrack* (necromancy) ##### 4th Level ___ - *divine agility* (transmutation) - *haven* (abjuration) ##### 5th Level ___ - *purifying blaze* (evocation) - *divine visage* (conjuration) ### Paladin ___ ##### 1st Level ___ - *divine admonishment* (enchantment) ##### 2nd Level ___ - *inspiring smite* (evocation) - *zeal* (abjuration) ##### 3rd Level ___ - *demolishing smite* (evocation) - *heroic second wind* (necromancy) \columnbreak ##### 4th Level ___ - *divine agility* (transmutation) ##### 5th Level ___ - *aura of vigor* (evocation) - *purifying blaze* (evocation) - *revenance* (necromancy) ## Spell Descriptions The spells are presented in alphabetical order. #### Aura of Vigor *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** Concentration, up to 1 minute Divine vigor radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. When you or a friendly creature starts its turn in the aura, it regains 1d10 hit points. #### Demolishing Smite *3rd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 3d6 bludgeoning damage, and the damage dealt with that attack ignores the target's resistance and immunity. #### Divine Admonishment *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, M (a holy symbol) - **Duration:** Concentration, up to 1 minute You present your holy symbol to one creature you can see within the spell's range, condemning it with divine authority. The target must succeed on a Charisma saving throw or becomes affected by this spell. When the creature hits a creature with an attack while it is under the effect of this spell, it must make a Charisma saving throw. The creature takes psychic damage equal to 1d6 plus the damage it dealt with the attack, or half as much damage on a failed save. At the each of its turn, the target can make a Charisma saving throw. If it succeeds, the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. \pagebreakNum #### Divine Agility *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (holy water and powdered pearl, sprinkled on the target) - **Duration:** Concentration, up to 1 minute You bless one creature you touch, assuring divine protection against harmful effects. During the spell's duration, when the blessed creature is subjected to an effect that allows to make a Dexterity saving throw to take half damage, it instead takes half damage on a failed save, and no damage on a successful one. #### Divine Trial *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, M (a holy symbol) - **Duration:** Concentration, up to 1 minute You present your holy symbol to one creature you can see within the spell's range, putting it to test with divine authority. The target must succeed on a Charisma saving throw or becomes affected by this spell. Until the spell ends, when the creature fails on an ability check, an attack roll, or a saving throw, the creature takes 1d8 psychic damage immediately after the roll. At the each of its turn, the target can make a Charisma saving throw. If it succeeds, the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Divine Visage *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a statuette of the deity decorated with ruby and diamonds worth 500 gp, which the spell consumes) - **Duration:** Concentration, up to 1 minute You channel your deity's divine authority, becoming a proxy for your deity for a short period of time. When you cast this spell, choose one option from the list below: - When you cast this spell, and again at the start of each of your turn until the spell ends, each creature within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, a creature is charmed or frightened of you (your choice). On a successful save, a creature becomes immune to this effect for the next 24 hours. - When you cast this spell, and again at the start of each of your turn until the spell ends, you and up to three creatures within 30 feet of you that you choose regains 2d8 hit points. - Until the spell ends, you gain resistance to up to three of the following damage type: bludgeoning, necrotic, piercing, radiant, slashing. - Until the spell end,s you gain resistance to damage from spells. ***At Higher Levels.*** When you cast this spell using a spell slot of 7th or 8th level or higher, you can choose two options from the list. When you cast this spell using a 9th-level spell slot, you can choose three options from the list. #### Haven *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M (a holy symbol) - **Duration:** 1 minute You bless one creature you touch, assuring your protection for it. Until the spell ends, whenever the affected takes damage, you can use a reaction to halve the damage it takes, and you take psychic damage equal to damage it took. This damage ignores your resistance and immunity. Additionally, as long as the affected creature is within 30 feet of you, you can cast a spell with a range of touch against the creature without touching it. #### Heroic Second Wind *3rd-level enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, M (a parchment with holy scribes written in rare ink worth 50 gp, which the spell consumes) - **Duration:** 1 minute You channel a strain of vitality through your divine power, allowing you to overcome one fatal blow. When you drop to 0 hit point while under the effect this spell, you drop to 1 hit point instead, you gain temporary hit points equal to 2d10 plus your spellcasting ability, and the spell ends. #### Inspiring Smite *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 2d6 radiant damage, and you can choose yourself or one friendly creature you can see within 30 feet of you. The chosen creature gains temporary hit points equal to damage you dealt with the attack. #### Purifying Blaze *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a pinch of ash, powdered charcoal, or sawdust, sprinkled on the target) - **Duration:** Instantaneous When you touch a creature as you cast this spell, the creature bursts into magical flame that burns away poison, diseases, and magical effects on the target. Any disease, poison, and spell of 5th level or lower on the target ends. \pagebreakNum
If the target is unwilling, it must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and 3d6 radiant damage, in addition to the spell's normal effect. On a successful save, the target takes half as much damage and is unaffected by the spell's normal effect. #### Revenance *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M (onyx worth 250 gp, which the spell consumes) - **Duration:** Concentration, up to 1 minute You touch a dead creature that has been dead for no more than 1 hour, that did not die of old age, and that is not undead. If its soul is free and willing, the target temporarily returns to life, but its hit points remain at 0. While under the effect of this spell, having 0 hit points does not knock the target unconscious, and it does not make death saving throws, although it still dies when it takes damage equal to or higher than its hit point maximum. This spell does not restore any mortal wounds or missing body parts. This spell cannot resurrect a creature completely and permanently. The target cannot cast spells or regain hit points, and it instantly dies when the spell ends. Once the target dies again, nothing short of divine intervention can bring it back to life. #### Sustain Life *3rd-level necromancy* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a ceramic bowl filled with rare fruits and herbs worth 100 gp, which the spell consumes) - **Duration:** 24 hours You imbue one creature you touch with vitality, sustaining its life without additional nourishing. Until the spell ends, the creature does not require food or water to survive. #### Wrack *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a vial of blood or bile) - **Duration:** Concentration, up to 1 minute Choose a creature other than construct, elemental, or undead that you can see within range. The target must succeed on a Concentration saving throw or becomes wracked with pain from sudden blisters, rash, and scars from its body, falling prone and becoming incapacitated for the duration. At the end of each of its turns, the target can make another Constitution saving throw to overcome the wrack. On a successful save, the creature is no longer incapacitated, but the pain lingers on, imposing disadvantage to all ability checks, attack rolls, and saving throws for the duration. A *greater restoration* cast on the target automatically ends the spell, as well as any other effect that removes a disease. \columnbreak #### Zeal *2nd-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a holy symbol) - **Duration:** Concentration, up to 1 minute You invoke divine safeguard on a creature you touch, which protects the target from one hostile creature you designate when you cast this spell. The designated target must be within your line of sight out to 60 feet from you. For the duration, the protected creature gains a +2 bonus to Armor Class against the designated target's attack, and +2 bonus to all saving throws made to avoid or resist effects from the designated target. When the designated target becomes incapacitated before the spell ends, you can use a bonus action on a subsequent turn of yours to designate a new creature. \pagebreakNum ## Credits All contents are created by [Weirdo Whoever](https://weirdoworkshop.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](https://www.dandwiki.com), [NaturalCrit Homebrewery tool](https://homebrewery.naturalcrit.com), and [GM Binder](https://www.gmbinder.com) for providing the templates for my imaginations. ***Cleric Domain: Darkness Domain.*** Originally posted on [the Homebrewery tool](https://homebrewery.naturalcrit.com/share/SyHbbEVEM). All deities from the example are derived from other works: Azura and Nocturnal is from *Elder Scrolls;* Dithmenos is from *Dungeon Crawl;* Nyx is from Greek mythology, but influenced by *Persona 3* here; and Pitch Black is from *Rise of the Guardians.* ***Cleric Domain: Madness Domain.*** Originally posted on [the Homebrewery tool](https://homebrewery.naturalcrit.com/share/rkZkUi_QmG). All deities from the example are derived from other works: Azathoth is from Cthulhu mythos; Discord is from *My Little Pony: Friendship is Magic;* Sheogorath is from *Elder Scrolls;* and Xom is from *Dungeon Crawl.* ***Paladin Sacred Oath: Oath of Silence.*** Originally posted on [D&D Wiki](https://goo.gl/RQj2vb) and [the Homebrewery tool](https://homebrewery.naturalcrit.com/share/HJSnkIX4G). All deities and organizations from the example are derived from other works: Trog is from *Dungeon Crawl;* Shala Karanok is from the Forgotten Realms setting; the Order of the Aeol Dria is from *Dota 2;* and the Order of Seropaene is from *NetHack.* ***Paladin Sacred Oath: Oath of Vigilance.*** Originally posted on [the Homebrewery tool](https://homebrewery.naturalcrit.com/share/Hyl0lNOBM). All deities and organizations from the example are derived from other works: Cernunnos is from Celtic mythology; the Healing Church is from *Bloodborne;* and Hunters of the Grimm is from *RWBY.* ***Paladin Sacred Oath: Shadowspy.*** Converted from 3.5rd edition supplement *Complete Champion.* Originally posted on [the Homebrewery tool](https://homebrewery.naturalcrit.com/share/rJ3V6WwDM). Some lines from the film *Robocop* are quoted for the description. The "We Work In The Dark" and "We Serve The Light" is from the videogame *Assassin's Creed.* The "We Never Sleep" is from real-life detective agency Pinkerton, formerly known as Pinkerton National Detective Agency. ***Spells.*** Some spells are converted from and/or inspired by spells and feats from 3.5rd edition supplements *Complete Champions* and *Complete Divine*.