Homebrew:Seership Domain: Difference between revisions

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[[file:inquisition.jpg|right|thumb|500px]]
[[file:seership.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Inquisition Domain subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god’s name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword.
Seers are those touched by gods or other powerful entities in order to help guide others. Rather than being the one to smite those who their patron considers “evil” or “unjust”, Seers help influence events and people in order to gain a favored outcome. While altering Fate is incredibly beneficial, it sometimes comes at a price.


Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths.
The eyes of a Seer can view the threads of magic that weave between creatures and places. They are often wise beyond their intelligence as their patron nudges them forward like the guiding hands of fortune.


Inquisitors exist throughout the multiverse, serving causes both good and evil. On many planes, the church of Lolth makes extensive use of them to root out dissent among the drow, and inquisitors of Bahamut are tasked with finding and quashing cults in service of Tiamat. In Faerun, Helm’s eternal quest to protect his servants draws many inquisitors, and the efforts of Bane’s followers to establish dominion over regions they control encourages many onto the path of the inquisitor as well. In Eberron, Thrane’s Church of the Silver Flame and the secret police of Zilargo include many inquisitors among their ranks. Inquisitors abound among the clerics of Ravenloft, given the predominance of malign entities to be fought, corrupt cults to be stopped, and overbearing tyrants to be served.
Seers are perfect for players who want to have more of a support role, using premonitions in order to aid their allies in battle. These clerics could be randomly chosen by gods who deem them vital to history and fate, or simply fortune tellers whose fortunes were heard by powerful ears.


== Domain Spells ==
== Domain Spells ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You gain domain spells at the cleric levels listed in the Inquisition Domain Spells table. See the Divine Domain class feature for how domain spells work.
You gain domain spells at the cleric levels listed in the {{PAGENAME}} Spells table. See the Divine Domain class feature for how domain spells work.


{| class="wikitable"
{| class="wikitable"
|+ Inquisition Domain Spells
|+ {{PAGENAME}} Spells
!Cleric Level !! Spells
!Cleric Level !! Spells
|-
|-
|1st || ''[[spell:cause-fear|cause fear]]'', ''[[spell:hunters-mark|hunter's mark]]''
|1st || ''[[spell:detect-magic|detect magic]]'', ''[[spell:identify|identify]]''
|-
|-
|3rd || ''[[spell:branding-smite|branding smite]]'', ''[[spell:detect-thoughts|detect thoughts]]''
|3rd || ''[[spell:locate-object|locate object]]'', ''[[spell:phantasmal-force|phantasmal force]]''
|-
|-
|5th || ''[[spell:dispel-magic|dispel magic]]'', ''[[spell:speak-with-dead|speak with dead]]''
|5th || ''[[spell:clairvoyance|clairvoyance]]'', ''[[spell:dispel-magic|dispel magic]]''
|-
|-
|7th || ''[[spell:banishment|banishment]]'', ''[[spell:locate-creature|locate creature]]''
|7th || ''[[spell:hallucinatory-terrain|hallucinatory terrain]]'', ''[[spell:locate-creature|locate creature]]''
|-
|-
|9th || ''[[spell:dispel-evil-and-good|dispel evil and good]]'', ''[[spell:flame-strike|flame strike]]''
|9th || ''[[spell:legend-lore|legend lore]]'', ''[[spell:scrying|scrying]]''
|}
|}


== Seeker of Apostates ==
== Seer's Intuition ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You gain proficiency with martial weapons, thieves’ tools and two of the following skills of your choice: Arcana, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth, or Religion.
You begin to see the strings of magic that weave through the world. Whenever you make a Wisdom ({{insight}}) check, you may treat a d20 roll of 9 or lower as a 10. In addition, you learn the ''[[spell:guidance|guidance]]'' cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet.


== Fear and Surprise ==
== Channel Divinity: Woesight ==
''1st-level {{PAGENAME}} feature''
 
Your god grants you the power to act suddenly in pursuit of your enemies. You can add your Wisdom modifier to your initiative rolls.
 
== Channel Divinity: Cow the Unfaithful ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You can use your Channel Divinity to inspire awe or terror among enemies of your faith. As a bonus action on your first turn of combat you can present your holy symbol and invoke the name of your deity. All hostile creatures within 30 feet of you who can see you must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. A creature frightened in this way has a speed of 0. Creatures who are surprised when you use this ability have disadvantage on this saving throw.
You can flare your eyes with magical energy as you search for a weakness in an enemy and subtly guide allies toward it. When an ally hits a creature with a weapon attack, you can use your reaction to turn it into a critical hit.


== Expose the Heretics ==
== Twisting Fate ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


Your ability to inspire dread among enemies gains the power to end deceptions or illusions. Creatures which are frightened or charmed by you have disadvantage on checks made to deceive you or hide from you.
Your vision extends slightly into the future, alerting you to incoming danger and giving you a small window to alter it. When an enemy you can see within 30 feet hits an ally with a critical hit, you can use your reaction to make them reroll the attack.


Additionally, you have advantage on checks and saving throws made to perceive or see through illusions, and you can cast ''[[spell:see-invisibility|see invisibility]]'' on yourself once without material components or expending a spell slot. Once you have cast the spell in this way, you can’t do so again until you complete a long rest.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


== Divine Strike ==
== Potent Spellcasting ==
''8th-level {{PAGENAME}} feature''
''8th-level {{PAGENAME}} feature''


You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


== End Blasphemy ==
== Keeper of Sight ==
''17th-level {{PAGENAME}} feature''
''17th-level {{PAGENAME}} feature''


You can break the ties between an enemy and their magical power. As an action, choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw. On a failed save, any spells on the target and any ongoing spells cast by the target end. Until the end of your next turn, the creature may not cast spells or use magical abilities or non-artifact magic items. Once you use this ability, you may not do so again until you finish a long rest.
You have learned how to alter the vision of all creatures around you. As an action, every hostile creature within 120 feet that can see you must succeed on a Constitution saving throw against your spell save DC or become blinded for 1 minute. Each creature can repeat the saving throw at the end of its turn, with a success ending the effect.
 
In addition, every ally within 120 feet that can see you can make a DC 10 Wisdom ({{insight}}) check. On a success, whenever they make an attack roll, they can treat a d20 roll of 7 or lower as an 8 for 1 minute.
 
Once you use this feature, you can’t use it again until you finish a long rest.


[[category:homebrew cleric subclasses]]
[[category:homebrew cleric subclasses]]

Latest revision as of 18:18, 26 July 2025

(OOC: This is an implementation of the Seership Domain subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Cleric

Seers are those touched by gods or other powerful entities in order to help guide others. Rather than being the one to smite those who their patron considers “evil” or “unjust”, Seers help influence events and people in order to gain a favored outcome. While altering Fate is incredibly beneficial, it sometimes comes at a price.

The eyes of a Seer can view the threads of magic that weave between creatures and places. They are often wise beyond their intelligence as their patron nudges them forward like the guiding hands of fortune.

Seers are perfect for players who want to have more of a support role, using premonitions in order to aid their allies in battle. These clerics could be randomly chosen by gods who deem them vital to history and fate, or simply fortune tellers whose fortunes were heard by powerful ears.

Domain Spells

1st-level Seership Domain feature

You gain domain spells at the cleric levels listed in the Seership Domain Spells table. See the Divine Domain class feature for how domain spells work.

Seership Domain Spells
Cleric Level Spells
1st detect magic, identify
3rd locate object, phantasmal force
5th clairvoyance, dispel magic
7th hallucinatory terrain, locate creature
9th legend lore, scrying

Seer's Intuition

1st-level Seership Domain feature

You begin to see the strings of magic that weave through the world. Whenever you make a Wisdom (InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.) check, you may treat a d20 roll of 9 or lower as a 10. In addition, you learn the guidance cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet.

Channel Divinity: Woesight

2nd-level Seership Domain feature

You can flare your eyes with magical energy as you search for a weakness in an enemy and subtly guide allies toward it. When an ally hits a creature with a weapon attack, you can use your reaction to turn it into a critical hit.

Twisting Fate

6th-level Seership Domain feature

Your vision extends slightly into the future, alerting you to incoming danger and giving you a small window to alter it. When an enemy you can see within 30 feet hits an ally with a critical hit, you can use your reaction to make them reroll the attack.

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

Potent Spellcasting

8th-level Seership Domain feature

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

Keeper of Sight

17th-level Seership Domain feature

You have learned how to alter the vision of all creatures around you. As an action, every hostile creature within 120 feet that can see you must succeed on a Constitution saving throw against your spell save DC or become blinded for 1 minute. Each creature can repeat the saving throw at the end of its turn, with a success ending the effect.

In addition, every ally within 120 feet that can see you can make a DC 10 Wisdom (InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.) check. On a success, whenever they make an attack roll, they can treat a d20 roll of 7 or lower as an 8 for 1 minute.

Once you use this feature, you can’t use it again until you finish a long rest.