Homebrew:Entropy Domain: Difference between revisions

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{{ooc note|This is an implementation of the Ambition Domain subclass from [[Plane Shift: Amonkhet]]}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
''The worthy shall strive for greatness—supremacy in life leads to supremacy in the afterlife.''
Heretics preach of a void at the center of the universe that dying gods created to devour the Weave. The necrotic energy it emits is called entropy, a potent force that clerics can harness to shield themselves from magic and annihilate arcane casters. The chained god Tharizdun claims this domain, while in Chessenta, a giant ''[[magicitem:sphere-of-annihilation|sphere of annihilation]]'' is worshipped as an aspect of Entropy itself. Cultists who wield the power go by many names: thaumatoclasts, entropomancers, or entropists.
 
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.


{| class="wikitable"
{| class="wikitable"
|+ Ambition Domain spells
|+ {{PAGENAME}} spells
! Cleric Level !! Spells
! Cleric Level !! Spells
|-
|-
| 1st || ''[[spell:bane|bane]]'', ''[[spell:disguise-self|disguise self]]''
| 1st || ''[[spell:detect-magic|detect magic]]'', ''[[spell:inflict-wounds|inflict wounds]]''
|-
|-
| 3rd || ''[[spell:mirror-image|mirror image]]'', ''[[spell:ray-of-enfeeblement|ray of enfeeblement]]''
| 3rd || ''[[spell:mind-spike|mind spike]]'', ''[[spell:shadow-blade|shadow blade]]''
|-
|-
| 5th || ''[[spell:bestow-curse|bestow curse]]'', ''[[spell:vampiric-touch|vampiric touch]]''
| 5th || ''[[spell:dispel-magic|dispel magic]]'', ''[[spell:life-transference|life transference]]''
|-
|-
| 7th || ''[[spell:death-ward|death ward]]'', ''[[spell:dimension-door|dimension door]]''
| 7th || ''[[spell:blight|blight]]'', ''[[spell:black-tentacles|black tentacles]]''
|-
|-
| 9th || ''[[spell:dominate-person|dominate person]]'', ''[[spell:modify-memory|modify memory]]''
| 9th || ''[[spell:circle-of-power|circle of power]]'', ''[[spell:synaptic-static|synaptic static]]''
|}
|}


== Warding Flare ==
== Sanctity of Body ==
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.
When you choose this domain at 1st level, you perform a ritual to anchor your soul to the Material Plane. You have advantage on death saving throws.
 
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.
== Channel Divinity: Arcane Disruption ==
Starting at 2nd level, you can use your Channel Divinity to disrupt the flow of magic in your vicinity.


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.
As an action, you conjure an aura of disruptive energy that radiates from you in a 15-foot radius. The aura lasts until the end of your next turn, and moves with you, centered on you. While inside the aura, any creature that attempts to cast a spell must first succeed on a Constitution saving throw. If they fail the save, their spell fails to cast and the spell slot is wasted.


== Channel Divinity: Cloak of Shadows ==
== Channel Divinity: Entropic Retaliation ==
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.
At 6th level, you can use your Channel Divinity to drain a caster’s magical power. When you succeed on a saving throw against a spell or successfully disrupt a spell using Arcane Disruption, you can use your reaction to force the caster to make a Constitution saving throw. On a failed save, the caster loses an additional spell slot of the same level. If they possess no more slots of that level, they instead gain a level of exhaustion.


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


== Improved Duplicity ==
== Emissary of Entropy ==
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.
At 17th level, you have advantage on saving throws against spells. In addition, when you succeed on a saving throw against a spell, you gain 5 temporary hit points for each slot level of the spell.
[[category:homebrew cleric subclasses|Ambition]]
[[category:homebrew cleric subclasses|Entropy]]

Latest revision as of 18:04, 26 July 2025

(OOC: This is an implementation of the Entropy Domain subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Cleric

Heretics preach of a void at the center of the universe that dying gods created to devour the Weave. The necrotic energy it emits is called entropy, a potent force that clerics can harness to shield themselves from magic and annihilate arcane casters. The chained god Tharizdun claims this domain, while in Chessenta, a giant sphere of annihilation is worshipped as an aspect of Entropy itself. Cultists who wield the power go by many names: thaumatoclasts, entropomancers, or entropists.

Entropy Domain spells
Cleric Level Spells
1st detect magic, inflict wounds
3rd mind spike, shadow blade
5th dispel magic, life transference
7th blight, black tentacles
9th circle of power, synaptic static

Sanctity of Body

When you choose this domain at 1st level, you perform a ritual to anchor your soul to the Material Plane. You have advantage on death saving throws.

Channel Divinity: Arcane Disruption

Starting at 2nd level, you can use your Channel Divinity to disrupt the flow of magic in your vicinity.

As an action, you conjure an aura of disruptive energy that radiates from you in a 15-foot radius. The aura lasts until the end of your next turn, and moves with you, centered on you. While inside the aura, any creature that attempts to cast a spell must first succeed on a Constitution saving throw. If they fail the save, their spell fails to cast and the spell slot is wasted.

Channel Divinity: Entropic Retaliation

At 6th level, you can use your Channel Divinity to drain a caster’s magical power. When you succeed on a saving throw against a spell or successfully disrupt a spell using Arcane Disruption, you can use your reaction to force the caster to make a Constitution saving throw. On a failed save, the caster loses an additional spell slot of the same level. If they possess no more slots of that level, they instead gain a level of exhaustion.

Potent Spellcasting

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

Emissary of Entropy

At 17th level, you have advantage on saving throws against spells. In addition, when you succeed on a saving throw against a spell, you gain 5 temporary hit points for each slot level of the spell.