New blog chronicling the Dragonreach campaign can be found Here. Enjoy!
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Wednesday, February 26, 2020
Sunday, December 2, 2018
Dragonreach House Rules Packet
Hi, everyone!
If you're looking for the fancy new house rule packet for the Dragonreach cloud game that John and I are running, you have found the right place!
It is here...
Dragonreach House Rules
The first 8 pages are character creation - the rest of this is (Appx. A) guilds, factions, cults, and cabals you can spend coin to join and (Appx. B) domains for clerics. Yeah, we went a little overboard.
Enjoy!
If you're looking for the fancy new house rule packet for the Dragonreach cloud game that John and I are running, you have found the right place!
It is here...
Dragonreach House Rules
The first 8 pages are character creation - the rest of this is (Appx. A) guilds, factions, cults, and cabals you can spend coin to join and (Appx. B) domains for clerics. Yeah, we went a little overboard.
Enjoy!
Friday, February 17, 2017
5e Forgotten Realms Clerics: Ilmater, Leira & Malar
More classic Forgotten Realms clerics - this time, the long-suffering Ilmater, Leira the Lady of Mists, and the blood-thirsty Malar...
ILMATER, the Crying God, Lord of the Rack, the One Who Endures, the Broken God.
·
Portfolio:
Endurance, Suffering, Martyrdom, Perseverance.
·
Clergy Titles – Generally, just “Brother” or
“Sister.” No ranks are used, but
“Revered” is used for senior clergy.
·
Clerics of Ilmater – Per standard cleric with the
Endurance Domain, as follows.
·
Bonus Proficiencies – At 1st level, you gain proficiency
with Herbalism Kit and Medicine, as well as all bludgeoning simple and martial
weapons.
·
Unarmored Defense – Clerics of Ilmater are
forbidden to wear any armor or use shields or other magic that raises AC, as
such reflect an unseemly desire to avoid pain and suffering. However, while wearing no armor, your Armor
Class equals 10 + your Dexterity modifier + your Constitution modifier.
·
Steeled to Suffering – You gain proficiency with
Constitution saves.
·
Endurance Beyond Measure – Your hit dice is 1d10, instead
of 1d8. Additionally, you never need to
roll HP when you reach a new level, and always receive the maximum amount of
hit points (treat each roll as “10”).
·
Bread of Ilmater – You may survive without food
and water for a tenday per level. You
are still wracked by thirst and hunger pains, but that is to be expected of the
faithful.
·
Channel Divinity: the Favor of
Ilmater –
Beginning at 2nd level, as a bonus action, you may expend one use of your
Channel Divinity to grant the favor of Ilmater to one ally within 60’. Until you dispel it (a bonus action) or are
knocked unconscious or slain, all damage taken by the target is taken by you
instead. If you are 8th level or higher,
your resistance from Armor of Ilmater (see below) applies to reduce (halve) this
damage, regardless of source, but no other resistances or immunities apply.
·
Channel Divinity: Endurance of
Ilmater –
Beginning at 6th level, you can use your Channel Divinity as a bonus action to
grant yourself or an ally within 60’ the Endurance of Ilmater – for the next 10
minutes, the creature receives temporary hit points equal to its normal hit
point total, and Advantage on all saving throws.
·
Armor of Ilmater – Beginning at 8th level, you
gain Resistance to all non-magical piercing, slashing, and bludgeoning
damage. At 14th level, you gain
Resistance to all damage, regardless of type.
·
Lay Down Your Burden – At 17th level, as
a reaction, you may use one use of Channel Divinity to cause an enemy within
60’ to take damage equal to the total amount of damage you have just taken from
the most recent attack that hurt you (e.g., if you just took 80 hp damage, the
enemy takes 80 hp). No save or
resistance may reduce this attack. You
cannot use this power again until after you take a long rest.
Endurance Domain Spells:
Level 1: Cure Wounds, Compelled Duel
Level 3: Lesser Restoration, Prayer of Healing
Level 5: Aura of Vitality, Revivify
Level 7: Death Ward, Guardian of Faith
Level 9: Greater Restoration, Mass Cure Wounds
LEIRA, the Lady of Mists, Mother of Illusion, Guardian of Liars, the Mistshadow.
·
Portfolio: Deception, Lies, Misperception,
Illusion.
·
Clergy Titles – Generally “Mistcallers.” Formal
Ranks: Unknown, no two Leiran
priests have provided the same answer.
·
Clerics of Leira – Per standard cleric with the Deception Domain, per below:
·
Weapons & Armor – You are proficient in Light and
Medium Armor, Shields, Simple Weapons, and three Martial Weapons of your
choosing.
·
Bonus Proficiencies – You are proficient in the Deception
and Sleight of Hand skills, as well as Thieves’ Tools, Forgery Kit, and
Disguise Kit. You may also communicate
using Thieves’ Cant, as a Rogue.
·
Trickery Before Wisdom – You use Charisma, instead of
Wisdom, to determine your spell attack bonus and saving throw DC.
·
Deceptive Cantrips – When choosing your cantrips,
in addition to the cantrips on the cleric spell list, you may choose any of the
following: Friends, Minor Illusion, or
Prestidigitation.
·
Forbidden Divinations – Clerics of Leira are
forbidden from casting any spell that reveals (or causes to be revealed) the
truth or hidden things. Thus, the
following spells are removed from their spell lists: Any Divination spell, including any Detect
spells, Augury, Find Traps, any Locate spell, Zone of Truth, Clairvoyance, Speak with Dead, Divination, Commune,
Legend Lore, Scrying, Find the Path, True Seeing, etc.
·
Mastery of Mists – Whenever you cast the spell
Fog Cloud, the area of effect is treated as if you cast the spell at 3 levels
higher. Thus, when you use a first level
slot to cast it, the area of effect is area of effect is a 60’ radius, instead
of a 20’ radius.
·
Masters of Illusion – In place of Divination
spells, clerics of Leira are versed in a wide variety of illusions and
deceptive spells, listed in their Domain spells, and all are treated as
prepared anytime, like normal Domain spells.
·
Immune to Divination – Beginning at 2nd level, you
are constantly cloaked in a Nondetection
spell (PHB, pg. 263). You automatically
sense when you are targeted with any Divination magic. Additionally, any attempts to read your mind,
or detect your alignment, to tell whether you are speaking the truth, or scry
upon your activities appear to work as normal, but actually reveal whatever
result you wish.
·
Undead
Turning – You turn undead as per a normal
cleric, but must use a holy symbol (and exhortations to a god) other than
Leira.
·
Channel
Divinity: Invoke Duplicity
– Beginning at 2nd level, you may expend one use your Channel Divinity to
create an illusionary duplicate of yourself, per PHB pg. 63.
·
Channel Divinity: Monstrous Illusion – Beginning at 6th level, you
may expend one use of your Channel Divinity to mask yourself in a hideous
illusion straight out of the nightmares of any viewer similar to the spell
Phantasmal Killer. Anyone who starts their
turn within 30’ of you – even allies – must make a Wisdom saving throw or
become frightened of you that round (they have Disadvantage on all ability
checks and attack rolls, and cannot move closer to you) and also take 4d10
psychic damage. The illusion ends after 1 minute or whenever you dismiss it (a
bonus action).
·
Live the Lie – Beginning at 8th level, you
can permanently change your appearance (height, weight, eye, hair, and skin
color, and features) and the sound of your voice to whatever you like. Your game stats do not change, and you remain
the same race (although you could transform yourself into the believable
mimicry of a race within 1 or 2 feet of your size (such as an elf, half-elf,
dwarf, orc, etc.). You can transform
yourself into the likeness of a specific individual you have examined closely,
and you gain Advantage on any Deception check to impersonate that person while
transformed into their likeness. This
transformation must be decided upon before you sleep, and the transformation is
complete when you awake 8 hours later.
You may transform in this way once per tenday—but may never return to
your original likeness, which is lost forever.
·
Believable Illusions – At 17th level, as
a reaction, you may use one use of Channel Divinity to cause an enemy to suffer
Disadvantage against all spells of the Illusion school. This effect lasts for one minute, or until
the target succeeds on a saving throw against one of your spells, whichever
comes first.
Deception Domain Spells:
Level 1: Charm Person, Disguise Self, Fog Cloud, Illusionary Script, Silent Image.
Level 3: Invisibility, Misty Step, Nystul's Magic Aura, Phantasmal Force, Suggestion.
Level 5: Fear, Gaseous Form, Hypnotic Pattern, Major Image, Nondetection.
Level 7: Confusion, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer.
Level 9: Creation, Mislead, Modify Memory, Seeming.
MALAR, the Beastlord, Lord of Beasts, the Black Stalker, the Render, the Ravager.
·
Portfolio: Hunters, Savagery, Marauding
Beasts, Bloodshed, Bloodlust, Evil Lycanthropes, Stalking.
·
Clergy Titles – Generally, “Slayer,”
“Huntlord” or “Talon.” Formal Ranks: Brother/Sister X (the most powerful creature
slain only with a dagger, claws, or bare hands), Huntmaster.
·
Clerics of Malar – Per standard cleric with the
Savagery Domain, per below:
·
Weapons & Armor – You are proficient in Light and
Medium armors, shields, and all weapons, including the Claws of Malar (metal
weapons gripped in the fists that resemble brass knuckles studded with a row of
spikes like lion claws – they are light, finesse weapons that do 1d6 piercing
damage). The Claws of Malar can be used
as a holy symbol when casting spells.
·
Bonus Proficiencies – You are proficient in the
Survival and Nature skills.
·
Spellcasting – You may choose your spells
(including starting cantrips) from the normal cleric spell list, as well as
from the Druid and Ranger lists.
·
Claws of Malar – When employing the sacred Claws of Malar in both hands, clerics of
Malar can add their Strength or Dexterity ability modifier to the damage of the
second attack.
·
Swift Stalker – At 2nd level, your movement
increases by 10’ as long as you are not wearing heavy armor.
·
Undead
Turning – You turn undead as per a normal
cleric.
·
Channel
Divinity: Brutal Slayer
– Beginning at 2nd level, when you hit a foe who is already wounded with a
melee weapon attack, you can expend one use of your channel divinity as a
reaction to deal +2d8 damage.
·
Rage – Starting at 2nd
level, once per long rest, you may rage like a Barbarian for one minute. Entering a rage is a bonus action. While raging, you gain the following
benefits:
o
+2
melee damage;
o
Advantage
on Strength saves and checks;
o
Resistance
to bludgeoning, piercing, and slashing damage.
·
Channel
Divinity: Relentless Tracker
– Beginning at 6th Level, you can use your Channel Divinity to unerringly track
any creature you have personally wounded in the last month. For the next eight hours, you always know
which direction the target is located, and roughly its distance from you.
·
Focused Anger – At 8th level, you gain
Advantage on saving throws against charm or fear effects.
·
Malar’s Hunger – At 17th level, when
you make a melee attack while raging, you gain a free second melee attack as
well.
Savagery Domain Spells:
Level 1: Longstrider, Hunter's Mark.
Level 3: Darkvision, Pass Without Trace.
Level 5: Clairvoyance, Fear.
Level 7: Freedom of Movement, Locate Creature.
Level 9: Commune with Nature, Tree Stride.
5e Forgotten Realms Clerics: Bane & Beshaba
More domains for your 5e Forgotten Realms clerics - this time, my beloved (but straightforward) Bane and the malevolent misfortune that is Beshaba...
3rd Level: Hold Person, Spiritual Weapon
5th Level: Bestow Curse, Fear
7th Level: Banishment, Freedom of Movement
9th Level: Black Hand (treat as Bigby's Hand), Hold Monster
1st Level: Grease, Dissonant Whispers
3rd Level: Crown of Madness, Invisibility
5th Level: Bestow Curse, Slow
7th Level: Confusion, Dimension Door
9th Level: Geas, Modify Memory
BANE, the Black Lord, the Black Hand, the Lord of Darkness, the Dark One.
· Portfolio: Strife, Hatred, Tyranny.
· Clergy Titles – Generally, “Dread
Brother/Sister” or Dreadmaster.” Formal Ranks: Wretched Slave (before 1st level), Watchful
Brother/Sister*, Deadly Adept, Trusted Servant, Willing Whip, Hooded Menace,
Black Fang, Striking Hand, Vigilant Talon, Masked Death, Dark Doom, Higher
Doom, Deep Mystery, with higher ranks including Imperceptor, Dark Imperceptor,
Grand Bloodletter, High Inquisitor, and High Imperceptor.
· Clerics of Bane – Per standard cleric with the
Tyranny Domain, per the following:
· Bonus Proficiencies – At 1st level, you gain
proficiency in heavy armor, as well as proficiency in the following martial
weapons: Flail, Morningstar, Warhammer,
and Whip. You also gain proficiency in
the Intimidation and Persuasion skills.
· Channel Divinity: Command Undead – Dreadmasters can turn or
command undead. Beginning at 2nd level,
as an action, you may expend one use of Channel Divinity and force all undead
within 30’ that you can see to make a Charisma saving throw vs. your spell save
DC or become friendly and obey commands.
Intelligent undead (8 or higher) receive Advantage on the saving throw
and, if it has Intelligence 12 or higher, it receives a new save after each
hour of control. If more than one cleric
is vying for control over the same undead, a contested Spell Attack roll
(Wisdom modifier + Proficiency bonus) determines who maintains or gains
control. The maximum number of undead
you may have under your command at any time is 3 x your level.
· Channel Divinity: Domination – Beginning at 2nd level, as a free action, you may expend
one use of your Channel Divinity to grant a single foe Disadvantage on a Wisdom
saving throw against one of your spells.
This penalty does not apply to successive attempts to save and end the
spell effect.
· Channel Divinity: Aura of Fear – Beginning at 6th level, you
can use your Channel Divinity to force all creatures within 30’ of you to make
a Wisdom save or become frightened of you.
Alternatively, you may target a single creature within 30’ of you, in
which case the target makes it saving throw with Disadvantage. Either way, targets may repeat their save
(without Disadvantage) at the end of each of their turns until successful.
· Divine Strike – Beginning at 8th level, once
per turn when you strike a foe with a weapon attack, you can cause the attack
to deal an extra 1d8 damage of the same type dealt by the weapon. When you reach 14th level, the extra damage
increases to 2d8.
· Iron Will – Beginning at 17th level, you
gain Advantage on all Wisdom saving throws.
Tyranny Domain Spells
1st Level: Command, Wrathful Smite3rd Level: Hold Person, Spiritual Weapon
5th Level: Bestow Curse, Fear
7th Level: Banishment, Freedom of Movement
9th Level: Black Hand (treat as Bigby's Hand), Hold Monster
BESHABA, the Maid of Misfortune, Black Bess, Lady Doom, the Maid of Misrule.
·
Portfolio: Bad Luck, Random Mischief,
Misfortune, Accidents.
·
Clergy Titles – Generally, “Doommaster” or
“Brother/Sister Misfortune.” Formal Ranks: Bewildered Brother/Sister*, Unfortunate,
Finger of Fear, Hand of Strife, Higher Hand of Strife, Hand of Gloom, Higher
Hand of Gloom, Hand of Horror, Higher Hand of Horror, Hand of Despair, Higher
Hand of Despair, Mistress/Master of Dread, and Nails of the Lady.
·
Clerics of Beshaba – Per standard cleric with the
Misfortune Domain, per below:
·
Weapon & Armor Proficiencies – Light and Medium Armor,
Shields, Simple Weapons.
·
Bonus Proficiencies – At 1st Level you gain
Proficiency in Gaming Sets.
·
Accustomed to Danger – At 1st level you gain
Proficiency in Dexterity Saving Throws.
·
Additional Cantrip Options – The cantrips Acid Splash,
Blade Ward, Minor Illusion, Poison Spray, Shocking Grasp, and True Strike are
treated as cleric cantrips for you – you may select one or more of them in the
place of your normal cantrips at 1st level.
·
Misplaced Fumbles – Whenever you roll a natural 1
on an attack or save, you may reroll.
Once in the next day, the DM will impose your 1 on an ally or fellow PC
in the place of their roll.
·
Channel Divinity: Bane of Beshaba – Beginning at 2nd Level, you
can use your Channel Divinity as a reaction to force an enemy within 60’ to
reroll any single 1d20 roll (attack, save, etc.), and take the lower roll. This decision must be made immediately,
before the DM applies the result of the roll.
·
Channel Divinity: Misfortune – Beginning at 6th level, as a
bonus action, you can expend one use of your Channel Divinity as a reaction to
impose Disadvantage on a single enemy on all 1d20 rolls (attacks, saves, skill
and ability checks) until the start of your next turn; enemies targeting the
recipient gain Advantage on their attacks until your next turn.
·
Beshaba’s Favor – At 8th level, any enemy
rolling a critical hit or natural 20 against you must reroll the attack. A second 20 is treated as a natural 1.
·
Disasters Abound – At 17th level, as a bonus
action you may call upon Beshaba to curse one enemy within 60’. For one round, until the start of the next
turn, all attacks by the enemy are treated as natural 1’s, all spells and
powers used by the enemy inexplicably fail, and the enemy automatically fails
all saving throws, skill, and ability checks (again treated as natural
1’s). Anyone attacking the enemy during
this round gains Advantage, and any hits are treated as critical hits. You cannot use this power again until after
you take a long rest.
Misfortune Domain Spells:
5e Forgotten Realms Clerics: Auril & Azuth
One of my few criticisms of D&D 5e is how little variety you get with clerics.
Second edition introduced the idea of "specialty priests," and fabulous supplements (like Faiths & Avatars) offered scores of very interesting cleric variations, each with powers and spells tailored to their specific god. Third edition employed "domains" to create a similar effect.
The 5e Player's Handbook likewise uses a "domain" mechanic. And I think it works very well. But the PHB only includes six domains (knowledge, life, light, trickery, tempest, and war).
So, let's fix that with some new domains that I put together for use in my home game.
WARNING: I tend not to give much care to "game balance." These are not, and not intended to be, "balanced" against one another. And they are not direct translations of the powers described in the old Faiths & Avatars book, although that is certainly a source of inspiration for these.
Winter Domain Spells:
1st Level: Ice (treat as Grease spell), Icy Blast (below).
3rd Level: Cloud of Ice Daggers (treast as Cloud of Daggers), Magic Weapon.
5th Level: Icy Touch (treat as Vampiric Touch), Sleet Storm
7th Level: Ice Storm, Iceskin (treat as Stoneskin)
9th Level: Cone of Cold, Wall of Ice.
Icy Blast – Level 1 Evocation, Casting Time: 1 action, Range 90’, Components (V,S,M) (piece of ice or snow lion's tooth). A flurry of ice and snow erupts from a point you choose in range. Each creature in a 5 foot radius must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At higher levels: When you cast this using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Wizardry Domain Spells:
1st Level: Identify, Mage Armor
3rd Level: Nystul's Magic Aura, See Invisibility
5th Level: Counterspell, Dispel Magic
7th Level: Arcane Eye, Banishment
9th Level: Legend Lore, Planar Binding
Second edition introduced the idea of "specialty priests," and fabulous supplements (like Faiths & Avatars) offered scores of very interesting cleric variations, each with powers and spells tailored to their specific god. Third edition employed "domains" to create a similar effect.
The 5e Player's Handbook likewise uses a "domain" mechanic. And I think it works very well. But the PHB only includes six domains (knowledge, life, light, trickery, tempest, and war).
So, let's fix that with some new domains that I put together for use in my home game.
WARNING: I tend not to give much care to "game balance." These are not, and not intended to be, "balanced" against one another. And they are not direct translations of the powers described in the old Faiths & Avatars book, although that is certainly a source of inspiration for these.
AURIL, the Frostmaiden, the Icedawn, the Cold Goddess, Lady Frostkiss.
·
Clergy Titles – Generally, “Hand of Auril,”
“Icepriest,” or “Icepriestess.” Formal Ranks: Postulant, Icewind*, Storm Sister/Brother,
Frosttouch, Lady/Lord Cold, Lady/Lord Winter, High Hand of Ice.
·
Clerics of Auril – Per standard cleric with the Winter Domain, per below:
·
Armor & Weapon Proficiencies – Light and Medium Armors,
Shields, Simple Weapons, all Martial Axes.
·
Bonus Proficiencies – At first level, you gain proficiency
in the Survival skill and with Constitution saving throws.
·
Cold Resistance – At first level, you gain resistance
to all cold damage. At 6th level, you
gain immunity to all cold damage.
·
Frosty Cantrips – One of your initial cantrips
learned must be Ray of Frost. You gain Advantage when attacking with Ray of Frost, and deal +1d8 cold damage
when using this cantrip.
·
Frozen Magicks – Any spell cast by you that
would normally deal acid, fire, lightning, necrotic, poison, radiant, or
thunder damage (but not bludgeoning, slashing, or piercing) instead deals cold
damage. The spell otherwise functions
the same. For example, Sacred Flame becomes “Sacred Frost,” and
deals 1d8 cold damage on a failed save.
·
Channel Divinity: Aura of Cold – Beginning at 2nd level, as a
bonus action, you may expend one use of your Channel Divinity to radiate a
freezing aura for 1 minute. Any creature
that starts its turn within 5’ of you takes 3d6 cold damage (Constitution save
for half). Creatures you are grappling
have Disadvantage on their save. At 8th
level, this damage increases to 5d6.
·
Channel Divinity: Command Undead – You can turn or command
undead. Beginning at 2nd level, as an
action, you may expend one use of Channel Divinity and force all undead within
30’ that you can see to make a Charisma saving throw vs. your spell save DC or
become friendly and obey commands.
Intelligent undead (8 or higher) receive Advantage on the saving throw
and, if it has Intelligence 12 or higher, it receives a new save after each
hour of control. If more than one cleric
is vying for control over the same undead, a contested Spell Attack roll (Wisdom
modifier + Proficiency bonus) determines who maintains or gains control. The maximum number of undead you may have
under your command at any time is 2 x your level.
·
Channel Divinity: Ice Axe – Beginning at 6th level, as a
bonus action, you may expend one use of your Channel Divinity to create an axe
(hand axe, battle axe, or greataxe) of unholy ice. This functions as a +2 magic weapon, and
deals +2d6 cold damage in addition to the normal weapon damage. It lasts for 10 minutes.
·
Frozen in Ice – Beginning at 8th level, when
you damage a foe with cold magic, you may expend one use of your Channel
Divinity as a bonus action to coat one target damaged in ice. The target is restrained (covered in a sheen
of thick ice). It can attempt a Strength
saving throw against your spell DC at the end of each of its turns to shatter
the ice and end the effect.
·
Frozen Juggernaut – At 17th level, once per long
rest, as an action, you may summon an Ice Elemental (treat as Earth Elemental
with immunity to cold and no Earth Glide power).
Winter Domain Spells:
1st Level: Ice (treat as Grease spell), Icy Blast (below).
3rd Level: Cloud of Ice Daggers (treast as Cloud of Daggers), Magic Weapon.
5th Level: Icy Touch (treat as Vampiric Touch), Sleet Storm
7th Level: Ice Storm, Iceskin (treat as Stoneskin)
9th Level: Cone of Cold, Wall of Ice.
Icy Blast – Level 1 Evocation, Casting Time: 1 action, Range 90’, Components (V,S,M) (piece of ice or snow lion's tooth). A flurry of ice and snow erupts from a point you choose in range. Each creature in a 5 foot radius must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At higher levels: When you cast this using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
AZUTH, the High One, Patron of Wizards, the Lord of Spells, the Hand of Mystra, Lord of Spellcraft.
·
Portfolio: Wizards, Mages, Spellcasters.
·
Clergy Titles – Generally, “Magistrati.”
·
Clerics of Azuth – Per standard cleric with the
Wizardry Domain, per below:
·
Armor & Weapon Proficiencies – You are not proficient in any
armor or shields, and only the weapons on the Wizard class list.
·
Arcane Initiate – At first level, you gain proficiency
in the Arcana skill. You may also opt to
select your starting cantrips from the wizard spell list, instead of the cleric
list.
·
Intellect Over Wisdom – Clerics of Azuth use
Intelligence, rather than Wisdom, for their spell attacks and saving throw
DCs. They are also proficient in
Intelligence saving throws.
·
Arcane Spell Preparation – Clerics of Azuth get Domain
spells for the Wizardry Domain, in the table below. Additionally, clerics of Azuth with access to
an arcane spellbook may prepare one or more spells from that book, instead of from
the cleric spell list. Arcane spells
prepared in this way use the cleric’s Intelligence modifier and full
proficiency bonus. You do not
automatically gain a spellbook or learn any arcane spells when you advance in
level – you must acquire them in the course of your adventures.
·
Arcane Item Use – You may use any magic item
that wizards can use.
·
Channel Divinity: Arcane Power – Beginning at 2nd level, as an
action, you may expend one use of Channel Divinity as a bonus action to recover
a single spell slot of any level you can cast.
·
Channel Divinity: Swift Magics – Beginning at 6th level, as a
free action, you can expend one use of your Channel Divinity to allow you to
cast any spell with the duration of 1 action as a bonus action (allowing you to
cast two spells in a turn).
·
Potent Cantrips – Starting at 8th level, you add
your Intelligence modifier to the damage you deal with any cantrip.
·
Arcane Mastery – At 17th level, you
gain Advantage on all saving throws against magic or magical effects.
1st Level: Identify, Mage Armor
3rd Level: Nystul's Magic Aura, See Invisibility
5th Level: Counterspell, Dispel Magic
7th Level: Arcane Eye, Banishment
9th Level: Legend Lore, Planar Binding
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