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View Full Version : D&D 5e/Next Clerin Domain: Self Domain



RATHSQUATCH
2017-03-10, 09:24 PM
SELF DOMAIN
Followers of the Self Domain do not look toward a deity to conjure power, instead, they use abilities of faith deep within themselves to use and channel spells. Often considered “selfish casters” by other clerics, these strange and rare casters are not recognized by other holy orders. Good or bad, a follower of the Self Domain uses faith within themselves to the extreme and can push their mind and body beyond mortal limits.

SELF DOMAIN SPELLS
https://archive.org/download/SelfDomainSpells/Self%20Domain%20Spells.JPG


BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency with the Intimidation skill.

SELF ENHANCEMENT
Also starting at 1st level, you can choose two of the following spells: cure wounds, heroism, jump, and longstrider. Those spells are considered prepared and do not count against the number of prepared spells you can have, however, when you cast these spells, you can only target yourself. Whenever you complete a long rest, you can switch these spells interchangeably however you wish.

CHANNEL DIVINITY: A THOUSAND DOUBTS
At 2nd level, you can use your Channel Divinity and your own self confidence to put doubt into your opponents. As an action, you can present your holy symbol and focus on your inner energy and talent and unleash a wave of confidence in a 30 foot burst centered on you. All enemies within 30 feet of you must make a Wisdom saving throw or have trouble making up their minds. For 1 minute, all enemies that fail the save cannot take reactions and suffer a penalty to Initiative checks equal to your Charisma modifier.

GREATER SELF ENHANCEMENT
At 6th level, choose two spells from the 2nd level spells below and 2 spells from the 3rd level spells below. These spells are considered prepared and do not count against the number of prepared spells you can have, however, when you cast these spells, you can only target yourself. Whenever you complete a long rest, you can switch these spells interchangeably however you wish.

2nd Level Spells. Enhance ability, lesser restoration, pass without trace, protection from poison.
3rd Level Spells. Haste, nondetection, protection from energy, water breathing, water walk.

DIVINE STRIKE
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

PERFECTION
Starting at 17th level, your confidence in yourself is booming. You gain proficiency with all saving throws and in addition, if you have no spell slots remaining whenever you roll initiative at the beginning of combat, you gain 1 1st level spell slot.