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Civilization Domain Spells |
Cleric Level |
Spells |
1st |
comprehend languages, sanctuary |
3rd |
suggestion, warding bond |
5th |
beacon of hope, leomund's tiny hut |
7th |
fabricate, guardian of faith |
9th |
commune with civilization, hallow |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons, as
well as two tools of your choice. You also gain proficiency
in one of the following skills of your choice: History,
Investigation, or Persuasion.
Divine Consul
Starting at 1st level, you are able to sense the presence
of civilization itself. By spending 1 minute in meditation,
you can discern the direction, distance, and name of
the nearest settlement within 100 miles. You also learn
the name and title of the ruler of that settlement, as
well as the name and title of their liege, if they have one.
Additionally, you learn the majority race and culture, as
well as the general size and description of the settlement,
such as "port city" or "farming town".
Channel Divinity: Flagbearer
Starting at 2nd level, you carry forth the colors of your
faith and your civilization, rallying your allies to action in
its name.
As an action, you can use your Channel Divinity to
conjure an incorporeal banner in an unoccupied space
within 5 feet of you, bearing the flag of your civilization,
faith, or your own personal heraldry.
When you place the banner, each friendly creature
within 60 feet of it that can see the banner can
immediately move up to their speed towards it as a
reaction, without provoking attacks of opportunity.
The banner projects a holy aura with a radius of 30 feet.
When a friendly creature within the aura makes a saving
throw, they can roll a d4 and add the number rolled to the
saving throw. Undead within the aura have disadvantage
on saving throws against any effect that turns undead.
The banner lasts for 10 minutes, or until you use this
Channel Divinity again.
Shared Burden
Beginning at 6th level, When a friendly creature within
30 feet of you takes damage, you can use your reaction to
magically split the damage between you and the target.
The target instead takes half as much damage, and you
take the same amount of damage. This feature doesn't
transfer any other effects that might accompany the
damage, and this damage can't be reduced in any way.
Divine Strike
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 radiant damage to
the target. When you reach 14th level, the extra damage
increases to 2d8.
Colonization
Starting at 17th level, you can effortlessly turn even the
most desolate of wilderness into a bastion of civilization.
You gain the mighty fortress and temple of the gods
spells, which count as cleric spells for you, and don't
count against the number of spells you can prepare each
day. When you cast either of these spells, you can do so
without material components.
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