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Taoist Hermit

Taoist hermit

The Way of the Hermit is a domain inspired by Taoist mystics who seek harmony between heaven, earth, and the self. These hermits live in seclusion, dedicating their lives to cultivating inner power, wisdom, and immortality. They attune to the flow of qi, the natural energy that permeates the world, and strive to align themselves with the balance of the cosmos. The Way of the Hermit emphasizes personal mastery, spiritual insight, and supernatural power, drawing inspiration from hermit figures seen in folklore and fantasy, including characters from the Touhou Project series, who wield mystical abilities far beyond ordinary mortals. A cleric of the Way of the Hermit blends defensive magic, flight, and cosmic insight, embodying the essence of a seeker of immortality and spiritual perfection. Their abilities allow them to manipulate qi, ward off evil spirits, and transcend the limits of the physical world.    

Way of the Hermit Domain Spells

Your spells reflect the mystical, elusive nature of a hermit and their ability to affect the world through balance and insight. These spells are always prepared for you and do not count against the number of spells you can prepare each day.
  • 1st Shield of Faith, Detect Evil and Good
  • 3rd Misty Step, Mirror Image
  • 5th Counterspell, Spirit Guardians
  • 7th Freedom of Movement, Greater Invisibility
  • 9th Commune, Wall of Force
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    Bonus Proficiencies

    When you select this domain at 1st level, you gain proficiency in Arcana and Insight. You also learn the Mage Hand and Thaumaturgy cantrips, which do not count against your total number of cantrips known. Additionally, you gain proficiency with quarterstaffs and calligrapher’s tools. Your quarterstaff attacks can use Wisdom instead of Strength for attack and damage rolls.    

    Qi Ward

    At 1st level, you learn to harness the energy of qi to protect yourself and others. When a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce the damage by 1d8 + your Wisdom modifier. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.    

    Channel Divinity

  • Exorcist's Gaze: At 2nd level, you can use your Channel Divinity to reveal and banish malevolent forces. As an action, you open your third eye, gaining truesight out to 30 feet for 1 minute. During this time, you can see invisible creatures and detect spirits, curses, and magical illusions.
  •   Additionally, as part of this action, you can target one fiend, undead, or cursed creature that you can see within 30 feet. The target must succeed on a Charisma saving throw against your spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.    

    Cloud Step

    At 6th level, your mastery over qi allows you to move as if weightless, granting you extraordinary mobility. You can hover 1 foot above the ground and move effortlessly across liquids and difficult terrain.     Additionally, you can cast Levitate on yourself at will, without requiring material components, and your movement speed increases by 10 feet.    

    Immortal Strike

    At 8th level, your attacks carry the essence of spiritual energy. Once on each of your turns, when you hit a creature with a melee weapon attack, you can deal radiant damage equal to 1d8 + your Wisdom modifier.     When you reach 14th level, this extra damage increases to 2d8.    

    Daoist Ascension

    At 17th level, you achieve spiritual transcendence, blurring the line between mortal and divine. As an action, you enter an enlightened state for 1 minute, gaining the following benefits:
  • Flight. You gain a flying speed of 60 feet and can hover.
  • Harmony with the Cosmos. Whenever you cast a spell, you can restore hit points to yourself or one ally within 30 feet equal to the level of the spell.
  • Supernatural Reflexes. You can take one additional reaction per round.
  •     Once you use Daoist Ascension, you must finish a long rest before using it again.

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