Paragon's of Tidus are some of his favorite clerics, the ones who take their devotion a little less seriously and have learned to truly embrace the joy that freedom can bring. With a spring in their step and a song in their heart, they teach the lessons of Tidus in the most direct fashion. Song, dance, art, and unfettered emotion, these mediums are the true essence of freedom. While Tidus dances to your tune, his roiling emotions are expressed with you at the epicenter, creating powerful weather effects to sweep away your enemies.
Level |
Features |
HP Gained |
Concentration Spells
Maintained |
Inspiration Die |
Spell Slots Gained
(Tier 1) |
Spell Slots Gained (Tier 2) |
1st |
Storm's Serenade |
2 |
|
|
+1 4th |
+1 6th |
2nd |
Flowing Inspiration |
2 |
+1 |
+1 |
|
|
3rd |
Essense of Freedom |
2 |
|
|
+1 2nd |
+1 3rd |
4th |
Wave Dance |
2 |
|
|
|
|
5th |
Ode to Ocean |
2 |
+1 |
+1 |
+1 5th |
+1 7th |
Level 1
Storm’s Serenade: Whenever you cast a spell that requires concentration, you create a miniature weather pattern around you, creating new environments that move with your character. This alteration lasts for as long as you maintain concentration on this spell and may be combined any number of times you wish:
- Rain: Enemies in a 20ft area centered on yourself have disadvantage on saving throws against lightning spells. Allies have advantage to hit with spells and weapons that deal lightning damage to enemies this this area.
- Fog: A 20ft area centered on you becomes heavily obscured. You and your allies may see through this without impediment.
- Powerful winds: Powerful winds are formed in a 20ft sphere centered on you. Each creature of your choice within the area of its outer wall must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the walls of the sphere. Small projectiles fired through the walls of the sphere have disadvantage to hit their targets.
- Lightning: Whenever an enemy using a metallic weapon or armor comes within 20ft of you, they must roll a dexterity saving throw or take 6d6 lightning damage. This may only occur once per enemy in each round.
- Hail: Enemies that start their turn within 20ft of you take 2d6 bludgeoning damage.
- Acid Rain: Enemies within a 20ft area centered on you have their AC reduced by 1 at the start of their turns. This effect stacks and is removed when they start their turn outside of the area.
Level 2
Flowing Inspiration: You and allies may use your inspiration die when they make a movement action. They may add 5ft to their movement times the roll of the die.
Level 3
New Great Essence: Essence of Freedom… Allies have advantage on saving throws against effects that would restrain, slow, or immobilize them. As a reaction, you may grant an ally the ability to roll a saving throw against any effect that is currently slowing, restraining, or immobilizing them.
Level 4
Wave Dance: Whenever you cast a spell that requires concentration, you may use your channel divinity as a bonus action.
Level 5
Ode to Ocean: The effects of your Storm's Serenade are now also active within the area of your channeled divinity. Overlapping the affected areas causes their "start of turn" effects to stack.
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