RustyDemiGod
2023-10-01, 02:53 AM
Vitalist Domain
Vitalists follow Gods of healing and intellectual enlightenment. Where some beings of faith heal by divine intervention, Vitalists take a more academic approach. By tapping into the power of the mind as a conduit for the divine, these psionic physicians stimulate the mind to heal the body and vice versa.
Vitalist Domain Spells
Cleric Level Spells
1st Cure Wounds, Detect Poison and Disease
3rd Lesser Restoration, Enhance Ability
5th Aura of Vitality, Protection From Energy
7th Death Ward, Freedom of Movement
9th Mass Cure Wounds, Greater Restoration
-Vitalist Network: When you choose this Domain at 1st level, you gain the ability to connect your allies in a telepathic network.
As a bonus action, you can facilitate telepathic communication between yourself and a number of allies equal to your Wisdom modifier + your proficiency bonus. All participants must be within 60ft of you. Your allies do not need to share a common language to understand each other, but they must be able to understand at least one language.
While you and your allies are engaged in this network, you may cast any spells on your allies from up to 60ft away regardless of the spell’s range, as long as they are within the network’s range.
-Channel Divinity, Banish Impurity: Starting at 2nd level, you can use your Channel Divinity to purge your allies of their ailments.
As an action, you may channel your divine intent through your Vitalist Network. All allies within this network are cured of one disease or poison effecting them.
Upon reaching 5th level, you can use your Channel Divinity to instead remove a curse from your networked allies.
-Shared Resolve: Beginning at 6th level, your network of allies strengthen your resolve. Whenever you fail a Constitution check to maintain a spell, you can use your reaction to have an ally of your choice make a Constitution check. If they succeed, you maintain concentration on your spell.
-Psychic Strikes: When you reach 8th level, you are blessed with psychic might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Psychic damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
-Empowered Vitalism: Starting at 17th level, your presence in your Vitalist Network grows. All healing you deliver through your Vitalist Network increases by half. Additionally, you may channel any Cantrip or spell you cast through one of your networked allies as if they were the source of the casting.
Vitalists follow Gods of healing and intellectual enlightenment. Where some beings of faith heal by divine intervention, Vitalists take a more academic approach. By tapping into the power of the mind as a conduit for the divine, these psionic physicians stimulate the mind to heal the body and vice versa.
Vitalist Domain Spells
Cleric Level Spells
1st Cure Wounds, Detect Poison and Disease
3rd Lesser Restoration, Enhance Ability
5th Aura of Vitality, Protection From Energy
7th Death Ward, Freedom of Movement
9th Mass Cure Wounds, Greater Restoration
-Vitalist Network: When you choose this Domain at 1st level, you gain the ability to connect your allies in a telepathic network.
As a bonus action, you can facilitate telepathic communication between yourself and a number of allies equal to your Wisdom modifier + your proficiency bonus. All participants must be within 60ft of you. Your allies do not need to share a common language to understand each other, but they must be able to understand at least one language.
While you and your allies are engaged in this network, you may cast any spells on your allies from up to 60ft away regardless of the spell’s range, as long as they are within the network’s range.
-Channel Divinity, Banish Impurity: Starting at 2nd level, you can use your Channel Divinity to purge your allies of their ailments.
As an action, you may channel your divine intent through your Vitalist Network. All allies within this network are cured of one disease or poison effecting them.
Upon reaching 5th level, you can use your Channel Divinity to instead remove a curse from your networked allies.
-Shared Resolve: Beginning at 6th level, your network of allies strengthen your resolve. Whenever you fail a Constitution check to maintain a spell, you can use your reaction to have an ally of your choice make a Constitution check. If they succeed, you maintain concentration on your spell.
-Psychic Strikes: When you reach 8th level, you are blessed with psychic might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Psychic damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
-Empowered Vitalism: Starting at 17th level, your presence in your Vitalist Network grows. All healing you deliver through your Vitalist Network increases by half. Additionally, you may channel any Cantrip or spell you cast through one of your networked allies as if they were the source of the casting.