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Disciples of Nyissa

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per disciple level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, tridents
tools: Alchemist's supplies
saving throws: Charisma, Wisdom
skills: Choose two from Arcana, Insight, Medicine, Perception, Religion and Survival
starting equipment:
spellcasting:

You know three cantrips of your choice from the disciples of Nyissa spell list. You learn additional disciples of Nyissa cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Disciples of Nyissa table.

The Disciple of Nyissa table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these cleric spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the disciples of Nyissa spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd level cleric, you have four 1st level and two 2nd level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier:

your proficiency bonus + your Wisdom modifier


class features:

Level 2

Song of Rest

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

 

Shifting Tides

You can use your bonus action to unleash a current of water capable of moving other creatures. Choose another creature you can see within 30 feet that is on the ground or in a body of water. You may pull it 5 feet closer to you or push it 5 feet away from you. An unwilling creature can succeed on a Strength saving throw against your spell save DC to resist the effect.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 10

Divine Intervention

You can call on Nyissa to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your cleric level, Nyissa intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell would be appropriate.

If Nyissa intervenes, you can't use this feature again for a long moon. Otherwise, you can use it again after you finish a long rest.

subclass options:

Level 1

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Disciple of Life

Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

 

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that can replenish when you take a long rest. With that pool, you can restore a total number of hit points equal to your cleric level x5.

As an action, you can touch a creature and draw power from the pool to restore a total number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralise one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points seperately for each one.

This feature has no effect on undead and constructs.

 

Blessings of Knowledge

You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

 

Level 2

You gain 1 class point.

 

Optional Abilities

Magical Sight

You can cast detect magic at will, without expending a spell slot.

 

Level 5

You gain 1 class point.

 

Optional Abilities

Undrownable

You can cast water walk on yourself at will, without expending a spell slot or using any material components.

 

Revealing Touch

You can use your action to touch one invisible creature, whose location is known to you. An invisible creature targeted by this feature becomes visible for 1 minute.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses of this feature after a short or long rest.

 

Level 6

You gain 2 class points.

 

Optional Abilities

Aura of Protection

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

 

Awakened Mind

Your magical knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

 

Cleansing Waters

When you restore hit points to an ally with a spell of 1st level or higher, you may also cure it of one disease or one effect causing it to be poisoned, blinded, deafened or paralysed.

 

Level 8

You gain 1 class point.

 

Optional Abilities

Aura of Devotion

You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

 

Optional Abilities

Ultimate Protection

You can choose one ally to be under your protection. Whenever the protected ally takes damage, you can use your reaction to transfer that damage to yourself.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Tranquility

You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal).

 

Thousand Forms

You have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

 

Cleansing Touch

You can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

 

The Third Eye

You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

 

Illusory Reality

You have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Supreme Healing

When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Watery Defence

You gain the ability to defend yourself by momentarily assuming a water-based form. As a reaction when you are hit by an attack and take fire, force, bludgeoning, piercing, or slashing damage from it, you can negate the damage taken.

Once you do so, you can't do it again until you finish a short or long rest.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Divine Intervention

Your call for intervention succeeds automatically, no roll required.

 

Curative Wave

You can unleash your healing properties in a wave of positive energy. You can cast the spell mass heal once, without spending a spell slot.

Once you do so, you can't do it again until you finish a long rest.

 

Disciple of Nyissa Table

LevelClass PointsAbilitiesOptional AbilitiesCantrips Known1st2nd3rd4th5th6th7th8th9th
11SpellcastingDisciple of Life, Lay on Hands, Blessings of Knowledge32------------------------
22Song of RestMagical Sight, Shifting Tides33------------------------
32------342---------------------
42Ability Score Improvement---443---------------------
53---Undrownable, Awakened Mind4432------------------
65---Aura of Protection, Cleansing Waters, Revealing Touch4433------------------
75------44331---------------
86Ability Score ImprovementAura of Devotion, Ultimate Protection44332---------------
96Song of Rest Improvement---443331------------
106Divine Intervention---543332------------
116------5433321---------
126Ability Score Improvement---5433321---------
136Song of Rest Improvement---54333211------
147---Tranquility, Thousand Forms, Cleansing Touch, The Third Eye, Illusory Reality54333211------
157------543332111---
167Ability Score Improvement---543332111---
178Song of Rest ImprovementSupreme Healing5433321111
189---Watery Defence5433331111
199Ability Score Improvement---5433332111
2010---Divine Intervention Improvement, Curative Wave5433332211

Created by

Namiridite.

Statblock Type

Class Features

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