Samhaim
2015-04-02, 05:35 AM
Always for your consideration and imput
Magic Domain
Gods of magic are often aloof, compared to other deities, mostly interested in proclaiming magic as the most fundamental force in existence, a force sometimes in opposition with those of life and nature. They promote that with the study of magic will follow knowledge, power, control over one's fate and the world around them. Their clerics are students of one of the mightiest forces that hold influence over all of the planes, sometimes experimenting and manipulating forces sometimes best left alone.
Magic Domain Spells
Cleric Level Spells
3rd detect magic, magic missile
5th invisibility, magic weapon
9th dispel magic, magic circle
13th arcane eye, polymorph
17th circle of power, teleportation circle
Arcane Cantrip
At 1st level, you learn the eldritch blast cantrip from the warlock's spell list, you can treat it as a cleric's spell.
Occult Sacrifice
Starting at 1st level, you begin to learn how manipulate the arcane currents pervading all of existence and can channel them to help someone regain some magical energy. As an action, you can touch a creature with your holy symbol and draw power from the world around you to restore a number of spell levels equal to half your level. The amount of magic that a creature can manipulate is limited though as magic energies wrack both your bodies. The target of this ability and you both, suffer force damage equal to three times the number of spell levels restored, this damage may not be reduced or prevented in any way. Once you use this feature, you can't use it again until you finish a long rest.
Channel Divinity: Arcane Infusion
Also 2nd level, you can gather magical energy from the environment around you to focus the potency of your spells. When you deal damage to a single creature with a spell, you can decide take force damage equal to your Wisdom modifier, which can’t be reduced in any way. If you do, the spell deals extra force damage equal to twice the damage you suffer in this way.
Magic Dampening
At 6th level, you can use you ability to influence the currents of magic, in order to diminish their strenght for a brief time. As a reaction, whenever a creature in your line of sight casts a spell, you may cause the forces of magic around you to disperse for a brief istant, creating a sphere 30 feet in diameter centered on you,. All that is within that sphere gain damage reduction and a bonus on saving throws against the triggering creature' spell equal to your Wisdom modifier. Once you use this feature, you can't use it again until you finish a short rest.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eldritch Battery
At 17th level, you can use an action to transfer arcane energies inside a magic item with charges. You touch the item, recharging a number of expended charges equal to your Wisdom modifier. Once you use this feature, you can't use it again until you finish a long rest.
Magic Domain
Gods of magic are often aloof, compared to other deities, mostly interested in proclaiming magic as the most fundamental force in existence, a force sometimes in opposition with those of life and nature. They promote that with the study of magic will follow knowledge, power, control over one's fate and the world around them. Their clerics are students of one of the mightiest forces that hold influence over all of the planes, sometimes experimenting and manipulating forces sometimes best left alone.
Magic Domain Spells
Cleric Level Spells
3rd detect magic, magic missile
5th invisibility, magic weapon
9th dispel magic, magic circle
13th arcane eye, polymorph
17th circle of power, teleportation circle
Arcane Cantrip
At 1st level, you learn the eldritch blast cantrip from the warlock's spell list, you can treat it as a cleric's spell.
Occult Sacrifice
Starting at 1st level, you begin to learn how manipulate the arcane currents pervading all of existence and can channel them to help someone regain some magical energy. As an action, you can touch a creature with your holy symbol and draw power from the world around you to restore a number of spell levels equal to half your level. The amount of magic that a creature can manipulate is limited though as magic energies wrack both your bodies. The target of this ability and you both, suffer force damage equal to three times the number of spell levels restored, this damage may not be reduced or prevented in any way. Once you use this feature, you can't use it again until you finish a long rest.
Channel Divinity: Arcane Infusion
Also 2nd level, you can gather magical energy from the environment around you to focus the potency of your spells. When you deal damage to a single creature with a spell, you can decide take force damage equal to your Wisdom modifier, which can’t be reduced in any way. If you do, the spell deals extra force damage equal to twice the damage you suffer in this way.
Magic Dampening
At 6th level, you can use you ability to influence the currents of magic, in order to diminish their strenght for a brief time. As a reaction, whenever a creature in your line of sight casts a spell, you may cause the forces of magic around you to disperse for a brief istant, creating a sphere 30 feet in diameter centered on you,. All that is within that sphere gain damage reduction and a bonus on saving throws against the triggering creature' spell equal to your Wisdom modifier. Once you use this feature, you can't use it again until you finish a short rest.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eldritch Battery
At 17th level, you can use an action to transfer arcane energies inside a magic item with charges. You touch the item, recharging a number of expended charges equal to your Wisdom modifier. Once you use this feature, you can't use it again until you finish a long rest.