Religious Order
Your characters have formed a religious order, assembled in service to a higher power such as a god, archfiend, or unfathomable elder entity. You are no stranger to poring over ancient scriptures, and you can mobilize your tight-knit community of acolytes, priests, and champions to care for the poor and vulnerable, defend the faith, or conduct occult rituals. Whether congregating beneath
the scintillating glow of stained glass windows or engaging in lost rites before ancient altars, your faith is strong, and you know that through prayer, all things are possible.
Officer Titles
- Conduit (Light)- You know the thaumaturgy cantrip. Additionally, as an action, you can channel the power of your faith to become a sacred vessel, You emit an aura of divine light in a 15-foot radius. Choose a number of creatures that you can see in the area. Each creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be blinded for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- OR
- Conduit (Darkness)- You emanate a 15-foot-radius sphere of magical darkness for 1 minute. The sphere moves with you and spreads around corners, and its area is heavily obscured for all crea- tures except you.
- Herald- You gain proficiency in the Persuasion skill. Additionally, you can cast sanctuary and calm emotions once each, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Omen- As an action or a bonus action, you utter a loud, empowering chant. The first creature you hit with a weapon attack before the start of your next turn takes an extra 1d8 radiant or necrotic damage from the attack (your choice). If you use a bonus action to chant again on your following turn, the extra damage increases to 2d8. If you use a bonus action to chant for three or more turns in a row, the extra damage increases to a maximum 3d8, and you have advantage on attack rolls until the start of your next turn.
- Prophet - When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to grant that creature advantage on attack rolls and saving throws (including the triggering saving throw) until the start of your next turn.
Specializations
Hidden Cult
Society is rife with close-minded individuals who disapprove of your causes or your methods, so you must conduct your rituals in secret. The agents of your hidden cult are everyday people—acolytes and blacksmiths, guards and government officials—who mask their true natures behind ceremonial garb and closed-door meetings. Your stronghold is likely a front for occult activity, and your allies are won through temptation, manipulation, and intimi- dation. And though you try to keep a low profile, conflict is sometimes inevitable.Skill Bonus | Defense Bonus |
---|---|
Espionage: +1 | Lore: +1 |
- Penance- As a bonus action, take a power die from your domain’s pool and choose an enemy creature you can see within 60 feet of you. The tar- get takes necrotic or radiant damage (your choice) equal to double the number on the power die at the start of each of its turns, and its speed is reduced by a number of feet equal to 5 × the number on the power die. At the end of each of your turns, decrement the power die.
- Blood Sacrifice- As a domain action, destroy one unit you control. At the start of the next battle, choose a number of units you control equal to your domain size. Each unit has its casualty die increased one step.
- Poison the Well- Once per intrigue as a domain reaction when an opposed domain makes an Operations test, make an Espionage test against the opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 1, and your domain’s Resolve level increases by 1.
Holy Church
As a devout group of worshipers, you act as the instruments of a god. Your agents are dedicated and organized, proudly proclaiming their faith to would-be converts and constructing gleaming temples to receive them. Your clothing or armor is emblazoned with the holy symbol of your deity as a reminder that your cause has been ordained by the ultimate authority.Skill Bonus | Defense Bonus |
---|---|
Diplomacy: +1 | Resources: +1 |
- Turn the Tide- As a bonus action, take any number of power dice from your domain’s pool and multiply their total by your domain size. You can restore a number of hit points equal to that number, divided among any number of creatures of your choice that you can see (including yourself) within 60 feet of you.
- Having the Gods on Our Side- Once per intrigue as a domain reaction when an opposed domain musters a unit from another domain, make a Diplomacy test against the opposed domain’s Communications. On a success, the opposed domain fails to muster the unit.
- Resplendent Armor- As a domain action, make a DC 13 Operations test. On a success, at the end of the next deployment, choose a number of units equal to your domain size. Each of those units gains +2 to Defense and has its casualty die increased one step. These benefits last until the end of the battle.
Monastic Order
As a monastic order, you create a secluded community devoted to a cause, doctrine, or philosophy. Your agents are servants, scholars, and sages who renounced the world in favor of a nobler path. Monasticism is a way of life, full of strict regimens designed to hone the body, mind, and spirit. But though you spend your days in peaceful meditation, your order’s arduous training makes you a dangerous weapon.Skill Bonus | Defense Bonus |
---|---|
Lore: +1 | Operations:+1 |
- Quaking Fist- When you hit a creature with a melee attack, take any number of power dice from your domain’s pool. You push the target of your attack away from you a number of feet equal to 5 × the total of the power dice. If the target’s movement is stopped early by a wall or other surface, the target takes 1d6 bludgeoning damage for every 5 feet it was pushed, and is knocked prone.
- Ancient Archives- Once per intrigue, you can make a DC 13 Lore test as a domain action. On a success, all officers gain a bonus to saving throws against spells and other magical effects equal to your domain size during the next combat against officers of an opposed domain.
- Iron Will- If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. Each of these units has advantage on Morale tests for the Rally maneuver until the end of the battle.
Skills | Defenses |
---|---|
Diplomacy: 0 | Communications: 11 |
Espionage: -1 | Resolve: 12 |
Lore: 2 | Resources: 10 |
Operations: 1 |
Domain Power
Beseech the Most High- You can summon servants of your higher power to aid you in battle. As an action, take a power die from your domain’s pool and conjure an aberration, a celestial, or a fiend (your choice) with a challenge rating equal to or lower than the number on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter. Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first.
Domain Features
Consult the Scriptures- Once per intrigue, you can make a DC 14 Lore test as a domain bonus action. On a success, you can bless one unit your domain controls of your choice, granting it a bonus to Attack tests equal to your domain size and advantage on Power tests to resist battle magic. This bonus lasts until the end of the next battle.
Spread the Holy Word- Make a DC 15 Diplomacy test as a domain action. On a success, you muster the Crusaders, a special unit of devout warriors.
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