Cathedral Domain

Subclase de Cleric

Old World's Might - Subclasses from Old Europe p. 23 (Homebrew)

Nivel
3

Descripción

Draw power through majestic city cathedrals

"Stone endures longer than empires—let faith rise as high as the spires above."

Theme: A bastion of faith and order, who channels the divine majesty and awe of grand places of worship, and channel the grandeur and discipline of their church, turning devotion into undeniable might.

Playstyle: Radiant damage, auras, and support.

The building of monumental cathedrals in the middle ages was a reflection of faith and the channel for much of the creative energy of medieval European society. Although cathedral building was driven by religious figures or institutions, it was often a community effort. The Cathedral was a place of Catholic worship and the seat of the Bishop of the diocese, but it was also a symbol of Paradise. In Medieval times, it was the centerpiece of the community, representing hope and refuge. Refuge from the struggles and difficulties of human life; hope of the promise of Heaven while in the presence of God. Its very structure should make men yearn for Heaven. Cathedrals were built to evoke that feeling through their structure and art, both rich in symbolism.

Rasgos

Divine Awe Nivel 3

Hostile creatures within 10 feet of you have Disadvantage on saving throws against the Frightened condition and your Allies have Advantage on saving throws against the Frightened condition.

Holy Aura Nivel 3

As a Magic Action, you present your Holy Symbol and expend one use of your Channel Divinity to emit a divine aura that reaches up to six creatures of your choice within 30 feet of you. For 1 minute, target creatures gain Temporary Hit Points equal to 1d8 + your Cleric level at the start of each of their next turns and deal an extra 1d6 radiant damage on their attacks.

Cathedral Domain Spells Nivel 3

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the table below, you thereafter always have the listed spells prepared.

Cathedral Domain Spells:

LevelSpell
3rdBless, Command, Shield of Faith, Sanctuary
5thBeacon of Hope, Spirit Guardians
7thAura of Life, Stone Shape
9thGreater Restoration, Wall of Stone

Pillar of Light Nivel 6

When you cast a spell that deals Radiant damage, you can force one creature affected by the spell to make a Wisdom saving throw against your spell save DC. Failure: Blinded condition until the end of your next turn. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Divine Ground Nivel 17

As a Magic Action, you evoke a 30-foot radius, 60-foot-high Cylinder of divine light centered on a point that you can see within 60 feet of you. The Cylinder lasts for 1 minute. Each creature that starts its turn in the Cylinder gains 3d6 hit points up to its maximum or takes 3d6 Radiant damage (your choice). On each of your subsequent turns, you can use your Bonus Action to move the Cylinder up to 30 feet in any direction.