Torar features several deific domains that aren't part of the canonical list. The full list of domains available is: Arcana, Death, Forge, Grave, Knowledge,
Law, Life, Light, Nature,
Seasons, Tempest,
Travel, Trickery, War (those in
bold are new and described below).
Law Domain
The Law domain is concerned with the proliferation and maintenance of balance and order. For the gods and entities of law the rules that bind societies together are instruments of order and a shield against the depredations of chaos. Those that follow such gods study legal philosophy and are frequently relied upon as judges and arbiters in many lands. Other gods of law can have an oppressive or tyrannical nature - severely punishing those that trespass against the law and savagely compelling obedience.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in your choice of the Intimidation or Persuasion skill.
Symbol of Authority
Also at 1st level your manner of speaking, holy symbol, religious vestments, or some other stylized iconography you carry marks you as bearing a special dispensation of authority from the god you serve. Creatures within 60 feet of you that can see you have disadvantage on saving throws against spells that you cast that would magically compel them to obey your instruction or command.
Channel Divinity: Levy Recompense
Beginning at 2nd level, you can invoke divine power to punish those that undermine justice. When you or an ally within 60 feet are damaged by an attack from a creature you can see, you can use your reaction to inflict the same amount of damage upon the triggering creature.
Law Domain Spells
Cleric Level |
Spell |
1st |
command, compelled duel |
3rd |
hold person, zone of truth |
5th |
sending, suggestion |
7th |
compulsion, locate creature |
9th |
dominate person, geas |
Axiomatic Proclamation
Starting at 6th level, you can utter fragments of divine law that become a deeply personal directive for your enemies - whether they like it or not. Whenever you cast the
command spell, you can target as many creatures as you desire within 60 feet of you that can hear you, regardless of whether they understand your language. However, if you choose to use this effect, all creatures that fail their Wisdom saving throws against the spell may choose to ignore your command and instead suffer 3d10 psychic damage. This damage increases by 1d10 for each level you cast the spell at higher than 1st level. Once you use this feature you must complete a long rest before you can use it again.
Potent Spellcasting
At 8th level you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Paragon of Justice
Beginning at 17th level, an aura of divine law and order swirls around you. While you are conscious, you and any friendly creatures within 30 feet of you are immune to charm and fear effects. Additionally, you can use your axiomatic proclamation one additional time between long rests.
Seasons Domain
Strength of Nature
Your body becomes hardened to the sometimes harsh environment each season can bring. Your unarmored AC equals 10 + your Dexterity modifier + your Wisdom modifier, and you have advantage on saving throws against the detrimental effects of extreme environmental heat and cold. Additionally, you gain elemental resistance based on the season, as follows: poison resistance in spring, fire resistance in summer, lightning and thunder resistances in autumn, and cold resistance in winter.
Channel Divinity: Seasonal Ailment
Starting at 2nd level, you can invoke your channel divinity to bestow a special seasonal affliction upon your foes. As an action, one creature you can see within 30 feet must make a Constitution saving throw or suffer an ill effect depending on the season:
Seasons Domain Spells
Cleric Level |
Spell |
1st |
entangle, fog cloud |
3rd |
barkskin, locate animals or plants |
5th |
call lightning, plant growth |
7th |
ice storm, storm sphere |
9th |
control winds, wrath of nature |
3d6 poison damage and the poisoned condition during spring, 3d6 radiant damage and a level of exhaustion during summer, 3d6 necrotic damage and become frightened during autumn, or 3d6 cold damage and become grappled during the winter. A successful saving throw halves the damage and negate the condition, otherwise the conditions will fade at the end of your next turn.
Ceremony of the Seasons
At 6th level you learn the proper rituals and rites to honor the Earth Mother in any season. The
ceremony spell only has a casting time of 1 minute for you (casting it as a ritual still takes extra time per normal ritual spell rules). Additionally you gain a new rite option for the spell: the Rite of the Earth Mother. This rite causes the spell to function as the
hallow spell with the following changes: the duration is 24 hours, fey and elemental creatures can act normally within the area, and the extra effect is defined by the current season instead of your choice: in spring the rite causes the
courage effect, in summer the rite causes the
daylight effect, in the autumn the rite causes the
everlasting rest effect, and in the winter the rite causes the
silence effect. If you use this rite again before the previous rite's effects have expired, the new rite fails but still consumes the spell's material components.
Divine Power
Once you reach 8th level, once on each of your turns when you hit a creature with a weapon attack or deal damage with a cleric cantrip, you can cause the attack to deal an extra 1d8 damage to the target based on the season you are currently in: lightning in spring, radiant in summer, necrotic in autumn, or cold in winter. At 14th level this damage increases to 2d8.
Avatar of Gaia
At 17th level your understanding of the natural world increases, granting you expertise in the Animal Handling, Nature, and Survival skills. You gain the ability to cast the
tree stride spell and the
conjure fey spell without expending a spell slot, and can do so again after completing a short or long rest. The resistance granted by your Strength of Nature ability improves to immunity.
Travel Domain
There would hardly be any civilization at all if not for the courageous explorers of old. Gods of the Travel domain often looked down kindly on those travelers and eased their path so that they could reach their destination safely. Where they walked a long time ago might tread today’s merchants and adventurers, each with their own motive and pace, yet often with that same wanderlust.
Well-Traveled
Also starting at 1st level you gain proficiency with navigator's tools and in the Survival skill, you always know which way is true north, and non-magical difficult terrain does not affect you. Additionally, whenever you cast a cleric spell of 1st level or higher you can take the Dash or Disengage action as a bonus action until the end of your turn.
Channel Divinity: Tailwind
Starting at 2nd level you can use your Channel Divinity as an action to invoke the blessing of your deity. When you do so your speed increases by 20 feet, and you may add your Wisdom modifier in addition to your Dexterity modifier to your initiative rolls. As long as you move at least 10 feet during your turn, opportunity attacks against you have disadvantage until the start of your next turn. These effects last for 1 minute.
Travel Domain Spells
Cleric Level |
Spell |
1st |
longstrider, expeditious retreat |
3rd |
misty step, spider climb |
5th |
phantom steed, water walk |
7th |
dimension door, freedom of movement |
9th |
teleportation circle, tree stride |
Freedom of the Road
Starting at 6th level, whenever you cast a spell that increases the speed of, or grants a movement type to, one or more creatures, you can affect one more creature than normal with that spell. Additionally, such spells that require concentration no longer require concentration for you.
Divine Strike
At 8th level, you can gain the ability to infuse your weapon strikes with the icy power of the north wind. Once on your turn when you hit a creature with a weapon attack or unarmed strike, you can cause the attack to deal an extra 1d8 cold damage to the target and push them up to 10 feet away from you in a straight line. When you reach 14th level, the extra damage increases to 2d8.
Exalted Nomad
Starting at 17th level, you can cast
teleport without expending a spell slot. You are considered to be very familiar with any location you choose if you do not already have access to a permanent teleportation circle or associated object. After you cast the spell with this feature, you can't do so again until you finish a long rest.
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