Homebrew:Bontu: Ambition Domain: Difference between revisions

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{{ooc note|This is an implementation of the Pyromancer subclass from [[Plane Shift: Kaladesh]]}}
[[file:bontu.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Ambition Domain subclass from [[Plane Shift: Amonkhet]]}}
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{{base class|sorcerer}}
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Your innate magic manifests in fire. You are your fire, and your fire is you.
''The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife.''


== Heart of Fire ==
Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one’s place in the afterlife at the expense of others is not shameful, but is proof of the initiate’s determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.
At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).


== Fire in the Veins ==
{| class="wikitable"
At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.
|+ Ambition Domain spells
! Cleric Level !! Spells
|-
| 1st || ''[[spell:bane|bane]]'', ''[[spell:disguise-self|disguise self]]''
|-
| 3rd || ''[[spell:mirror-image|mirror image]]'', ''[[spell:ray-of-enfeeblement|ray of enfeeblement]]''
|-
| 5th || ''[[spell:bestow-curse|bestow curse]]'', ''[[spell:vampiric-touch|vampiric touch]]''
|-
| 7th || ''[[spell:death-ward|death ward]]'', ''[[spell:dimension-door|dimension door]]''
|-
| 9th || ''[[spell:dominate-person|dominate person]]'', ''[[spell:modify-memory|modify memory]]''
|}


== Pyromancer's Fury ==
== Warding Flare ==
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.
When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.


== Fiery Soul ==
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
 
[[category:homebrew sorcerer subclasses]]
== Channel Divinity: Invoke Duplicity ==
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
 
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
 
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
 
== Channel Divinity: Cloak of Shadows ==
Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
 
== Potent Spellcasting ==
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
 
== Improved Duplicity ==
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
[[category:homebrew cleric subclasses|Ambition]]

Latest revision as of 21:45, 11 December 2022

(OOC: This is an implementation of the Ambition Domain subclass from Plane Shift: Amonkhet)

Base Class: Cleric

The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife.

Bontu has fully embraced this dictum, and though she expends little effort in teaching it, she surely leads by example. Her viziers subtly plant the seeds that flower into the ambition the God-Pharaoh desires. Through insinuation, they remind acolytes and initiates alike that achieving one’s place in the afterlife at the expense of others is not shameful, but is proof of the initiate’s determination and drive. Nothing is more important than that drive, they suggest—not the bonds of a crop, not friendship or love. Not even devotion to a deity.

Ambition Domain spells
Cleric Level Spells
1st bane, disguise self
3rd mirror image, ray of enfeeblement
5th bestow curse, vampiric touch
7th death ward, dimension door
9th dominate person, modify memory

Warding Flare

When you choose this domain at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Potent Spellcasting

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

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.