Homebrew:Hazoret: Zeal Domain: Difference between revisions

From Campaigns
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 1: Line 1:
[[file:bontu.jpg|right|thumb|500px]]
[[file:bontu.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Ambition Domain subclass from [[Plane Shift: Amopnkhet]]}}
{{ooc note|This is an implementation of the Zeal Domain subclass from [[Plane Shift: Amopnkhet]]}}
__NOTOC__
__NOTOC__
{{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.''
''The worthy shall rush to the God-Pharaoh’s side with relentless zeal, rising to overcome every obstacle in their way.''


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.
The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.


== Warding Flare ==
== Bonus Proficiencies ==
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.
At 1st level, you gain proficiency with martial weapons and heavy armor.
 
== Priest of Zeal ==
From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.


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.
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 ==
== Channel Divinity: Consuming Fervor ==
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.
 
When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.


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.
== Resounding Strike ==
At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from 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.
== Divine Strike ==
At 8th level, 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.


== Channel Divinity: Cloak of Shadows ==
== Blaze of Glory ==
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.
Starting at 17th level, you can delay death for an instant to perform a final heroic act.


== Potent Spellcasting ==
When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


== Improved Duplicity ==
Once you use this feature, you can’t use it again until you finish a long rest.
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]]
[[category:homebrew sorcerer subclasses]]

Revision as of 03:19, 8 December 2022

(OOC: This is an implementation of the Zeal Domain subclass from Plane Shift: Amopnkhet)

Base Class: Cleric

The worthy shall rush to the God-Pharaoh’s side with relentless zeal, rising to overcome every obstacle in their way.

The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Priest of Zeal

From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

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: Consuming Fervor

Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.

When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.

Resounding Strike

At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

At 8th level, 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Blaze of Glory

Starting at 17th level, you can delay death for an instant to perform a final heroic act.

When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

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