Cleric Domain: Perpetuity

by Enigmatic Lake

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Cleric Domain: Perpetuity

The sandworm Til'Hawat has been a continuous force in the deserts of Fa'ahdur, shaping the dunes and spreading its kin. Attempts to capture or kill it have been met with indifference, as nothing could stop its gait.

The worshippers of Til'Hawat see in him a primal force, an unstoppable force. Life in a perfect, immutable form. Though he pays little heed to his worshippers, they do receive strength from him. They clad themselves in heavy armor, to resemble the impenetrable scales of the great wyrm. They receive the power to stop other life, without harm, or to prevent harm outright.

Til'Hawat lays no claim to this domain, it is merely his followers that attribute perpetuity to his magnificent form. As such his followers are not the only ones who can follow the path of continuity.

Perpetuity Domain Spells
Cleric Level Spells
1st Goodberry, Sanctuary
3rd Alter Self, Calm Emotions
5th Remove Curse, Life Transference
7th Aura of Purity, Freedom of Movement
9th Circle of Power, Dawn

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

In Motion

Starting at 1st level, as a bonus action you can choose a creature within 30 ft of you, yourself included. Any non-instantaneous effects currently affecting that creature last an additional round, even if the effect would end due to its normal duration ending or if the effect is removed in some manner such as losing concentration. You can use this feature a number of times equal to your Wisdom modifier (minimum of one). If the effect does not define itself as instantaneous, then durations of a turn or less are equal to instantaneous.

If the creature is unwilling, it must make a Wisdom saving throw. If they succeed, they aren't affected by this feature.

You regain expended uses after completing a long rest.

 

 

 

Credit: Arjan Schrauwen

Channel Divinity: Continuity

Starting at 2nd level, you can use your Channel Divinity to suspend a creature's state for up to one minute. As an action you choose a creature within 30 ft of you. If they are willing, they are suspended in time causing them to be unable to do anything or being affected by anything. If you attempt to suspend an unwilling target, they must make a constitution saving throw. If they fail, they are suspended. It can repeat this saving throw at the end of its would-be turn. You can release a suspended target as a bonus action.

Eternity's Bliss

Starting at 6th level, you can use your reaction to prevent an ally or yourself from being affected by a certain condition until the end of the target’s next turn. This condition can be either blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, stunned or poisoned. The target must be within 30 ft of you to be affected. This does not cure the target if he would already be affected by that condition.

You can use this feature a number of times equal to your Wisdom modifier (minimum of one).

Divine Strike

Starting 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 fire or lightning damage to the target. This damage type is chosen at level 8. When you reach 14th level, the extra damage increases to 2d8.

Infinite Self

At 17th level, your mind and body try to keep going regardless of the outside effects. You gain advantage on all saving throws and can never lose your concentration except from concentrating on multiple spells or falling unconscious.

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