Divine Domain:
Elite
Cleric Domain Option
Just with every night, the priest doused the candles in the altar room in a clockwise fashion. Just with every night, he chanted prayers and blessings of the god of Light. Unlike every night, a newer vicar stepped into the room. He spoke in a different accent than he'd let on previously, and his voice was resolute, "Knowledge and Magic have decided this chapter no longer needs the temple of the god of Light. I hope you meet your god well." Before the vicar finished the second sentence, the priest lay on the floor, his life having left him.
"The servants of War have no power here" snarled the orc chieftan. "We have a pact, and her people cannot harm us." The aggressor lifted his helmet and replied, "You have a pact with the disciples of War - but though I serve that Lady, I am not one." The knight moved forward and cut down the chieftan, who himself had broken this pact.
The High Spire, that colossal library owned and used exclusively by those chosen by the god of Knowledge, hoarded knowledge that in certain hands could end a nation. Such hands had fought their way stairwell by stairwell, floor by floor, to the highest room. Servants of Knowledge are not known for their militant and combat
Credits
This revision of an earlier creation named the Left Hand domain is both created and revised by SwordMeow. Modelled somewhat after walrock's formatting and presentation. Created in the Homebrewery. Feedback by r/UnearthedArcana. Art credits:
- Chaos Knight by Hui Zou
- Divine Cassandra by Anna Hollinrake
- The Marigold Tarot, by Amrit Brar
ability, but when the attackers arrived, they found the floor full of not simple mages, but fully armed, armored, and martial foes - nearly mistakable for holy knights in another context. The final guard easily dealt with the attackers, and peace came to the Spire again.
Few are the gods that are completely honest, open, and forthcoming. Occasionally, gods need something done without others knowing, through any methods possible. The elite clerics are these followers who have not a shred of doubt within their minds. These clerics can serve any god with a want for secret orders, clandestine disciples, or hidden agendas. Oftentimes, a deity's definitive inner circles of devotees is comprised primarily of clerics of the Elite Domain. They are varied in their abilities, ready for any mission to be set before them, and they are unwavering in their faith. For example, a common rite of entry may be to swear not just your life, but your life a hundred times over; your soul continually being revived back onto this world in service. These gods can certainly be evil or otherwise unholy and profane, but they do not need to be. Especially for impulsive but good-hearted gods, these clerics can do anything from confirm and execute plans millenia long, passing through fifty of their ancestor's generations, or they may perform a coup d'tat on a whim of their god.
Elite Domain Features
Cleric Level | Feature |
---|---|
1st | Domain Spells, Bonus Proficiencies, Favor of the Unspoken |
2nd | Channel Divinity: Discern Soul |
6th | Devious Attack |
8th | Divine Strike (1d8) |
14th | Divine Strike (2d8) |
17th | In My Name |
Domain Spells
You gain domain spells at the cleric levels listed in the Elite Domain Spells table. See the Divine Domain class feature for how domain spells work.
Cleric Level | Spells |
---|---|
1st | cause fear, find familiar |
3rd | alter self, hold person |
5th | blinding smite, counterspell |
7th | compulsion, divination |
9th | geas, modify memory |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor. Wearing armor doesn't give you disadvantage on stealth checks if it normally would.
Favor of the Unspoken
Also at 1st level, you have gained the personal favor of the god you serve, though that is not spoken of outwardly. When you fail an Acrobatics, Athletics, Deception, Insight, or Sleight of Hand check, you can roll a 1d12 and add the result to the total of your check, possibly changing your failure to success.
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. You can regain expended uses once per day after a short rest when you reach 6th level.
Channel Divinity: Discern Soul
Beginning at 2nd level, you can use your Channel Divinity to gain insight into their very soul, predicting and defeating them.
As a bonus action, choose one creature within 60 feet of you that you can see. It must make a Charsima saving throw, and on a failed save your proficiency bonus is doubled for any attack roll you make targeting the creature for 1 minute. The creature can repeat the saving throw at the beginning of each of your turns, ending the effect on a success.
Devious Attack
Starting at 6th level, the weapon of your hand and the magic of your deity are always in sync. When the outcome of a creature's saving throw against a spell of yours is determined, you can make a single weapon attack against them as a reaction.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with ordered and unwavering power. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
In My Name
At 17th level, your devotion is perfectly unfailing, and you gain the following benefits:
- When you cast a spell, you can do so without any verbal components.
- A spell you cast cannot be counterspelled or dispelled.
- Creatures cannot choose to succeed on saving throws against spells you cast using abilities such as Legendary Resistance.
- Creatures do not benefit from abilities such as Evasion or Avoidance when they make a saving throw against a spell you cast.