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.
How current is this information? I cannot find this anywhere but here. Was it some previous edition, or is it confirmed to be 5e?
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