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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