Saturday, 26 September 2020

5e Subclass - Dungeon Domain

 

Cleric Domain of Dungeons – offered by gods of Traps and Loot – for example, Kurtulmak.

DOMAIN SPELLS

1st  Snare, Alarm

3rd Find Traps, Rope Trick

5th Tiny Servant, Gaseous Form

7th  Fabricate, Hallucinatory Terrain

9th Animate Objects, Passwall

 

Trapmaker’s Tools

At 1st Level, you learn the Mage Hand cantrip, and gain proficiency with Thieves’ Tools and Tinker’s Tools.

Cut and Run

A good Dungeon Cleric knows when to get the hell out of there. You can Disengage as a Bonus Action.

Channel Divinity: Timing is Everything

Beginning at 2nd Level, when you cast a Cleric Spell of 1st Level or higher, you may expend your Channel Divinity and make that spell into a Glyph, which you then apply to any surface you can touch, including skin or objects such as shields. At any point within the next 24 hours, you may use your Reaction to cast the Spell from that Glyph’s space. If you don’t within 24 hours, the magic fades.

Lucky Escape

Beginning at 6th Level, when you would make a Dexterity, Constitution or Strength saving throw, you can use your reaction to gain advantage on that save as the luck of the trap-maker saves you. You can use this a number of times per Long Rest equal to your Wisdom Modifier.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

You Fell Right into My Trap

When an enemy makes a Saving Throw against an effect that you set up beforehand (i.e. did not cast this round) it has Disadvantage and loses the Evasion feature if it has it. If it fails its save, you regain one Channel Divinity.

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