True Domain

by Aevilok

Search GM Binder Visit User Profile

True Domain

Clerics of the true domain are devoted to an unusual variant of a creator god: an involved one. To them, the world is not an abandoned creation of some distant, omnipotent craftsman: it is in a constant state of being created. When one turns over a leaf, the underside has been crafted fresh. When one uncovers the long lost temples of some forgotten age, its ancient walls have been made personally for its new beholder. And to them, the greatest gift one can give such a creator is to set forth on adventure, seek out the unseen, and pursue as much untouched ground as possible.

Domain Spells

You gain domain spells at the cleric levels listed in the Master's Domain Spells table. See the Divine Domain class feature for how domain spells work.

Master's Domain Spells
Level Spell
1st Identify, Detect Magic
3rd Find Traps, Knock
5th Dispel magic, Glyph of Warding
7th Divination, Mordenkainen's Private Sanctum
9th Creation, Legend Lore

Commune with Player

Starting at 1st level, at the end of a long rest, your character may cast the augury spell without expending a spell slot. You as a player choose which omen your character sees, drawing upon any knowledge that you so wish.

Weighted Dice

Beginning at 1st level, you may choose to gain advantage on any attack roll, ability check, or saving throw. You have two uses of this feature, and you regain them whenever you finish a long rest.

While you have no remaining uses of this feature, the DM can impose disadvantage on any attack roll, ability check, or saving throw. You then regain both uses use of this feature.

Channel Divinity: Meta-Divination

Starting at 2nd level, you can use your Channel Divinity to harness the knowledge of your deity. As an action, you present your holy symbol and speak the name of a monster. You learn all of the information contained within its monster stat block, and whether any such monsters are within 30 feet of you.

Inspired Combat

Starting at 6th level, when you roll initiative and have no uses of this Weighed Dice, the DM can grant you one use, if he judges you as a player deserve it, due to proper roleplay.

Dungeon Mastery

Also at 6th level, your god helps you discover every nook and cranny of dungeons or similar places. As an action, you can tap your holy symbol, letting your god guide it. If a secret door or trap is within 30 feet of you, the holy symbol glows and points towards the one nearest to you. Otherwise, your holy symbol glows and points towards the direction the GM wants you to go.

You can use this feature, and you regain them whenever you finish a short or long rest.

Divine Strike

At 8th level, 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.

Manipulate the Deity

Starting at 17th level, your god allows you to change the world as much as they do, granting you ultimate power. You learn the Wish spell and can also cast it through your Divine Intervention feature. When casting the spell in this way, you do not suffer any stress from producing effects that differ from duplicating another spell.

Homebrew by u/AevilokE
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.