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Cleric of Mediocrity

Jun 15th, 2020
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  1. **Domain of Mediocrity**
  2. The powers of good and evil are at work in the universe, and on both sides there are those who could not stick to their ethos. Maybe those of good felt that they could toe the line, and instead stepped over it. Maybe those of evil could not harden their heart and do as they were told. In either case, such talents need not be wasted by those who have them. For this purpose, there is the domain of mediocrity. It is between good and evil, life and death. You may do as you must to survive. It is the path of those who do not wish to go to either extreme, who desire the best from both sides without fully devoting to either, or who only wish to live and survive, but not to excel.
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  4. **Mediocrity Domain Spells**
  5. **1st** Witch Bolt, Charm Person
  6. **3rd** Alter Self, Calm Emotions
  7. **5th** Animate Dead, Dispel Magic
  8. **7th** Blight, Guardian of Faith
  9. **9th** Cloudkill, Modify Memory
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  11. **Bonus Proficiency**
  12. When you choose this domain at 1st level, you gain proficiency in Heavy Armor. You also gain proficiency in the Persuasion skill.
  13. **Help and Hinder**
  14. Starting at 1st level, you can help your allies as much as you hurt your enemies. Select one hostile and one nonhostile character. When you use a spell to damage the hostile character, you can heal the nonhostile character an amount equal to the spell slot used. When you use a spell to heal the nonhostile character, you deal your choice of Radiant or Necrotic damage to the hostile character equal to the spell slot used. This applies to the first use of the spell, and not continual damage from the spell. If either target dies or is rendered unconscious, this spell ends. This feature may be used once per short rest.
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  16. **Channel Divinity: Death Prevention**
  17. Starting at 2nd level, you can use your Channel Divinity to help prevent the death of your allies.
  18. As an action, you present your holy symbol and place a ward onto a number of creatures equal to your WIS modifier within 30 feet of you. If these characters would be reduced to 0 hit points, they instead are reduced to a number of hit points equal to your WIS modifier.
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  20. **Healthy Thrall**
  21. Starting at 6th level, creatures under your control are strengthened by your priestly power. Creatures affected by your Charm Person or Animate Dead spell gain temporary hit points equal to 1d4*your Cleric level and have advantage on WIS saving throws forced by creatures other than yourself. This lasts until the spell ends.
  22.  
  23. **Neutral Potency**
  24. Starting at 8th level, your melee attacks and cleric cantrips gain your choice of 1d4 Radiant or Necrotic damage bonus.
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  26. **Force of Neutrality**
  27. Starting at 17th level, you exude your mighty power of the middle path to bring others to your way of thinking. As an action, you may select a creature and force it to make a WIS saving throw. If it fails, its alignment is shifted to True Neutral. It regards you as an ally, and your Persuasion checks with it have advantage. This effect can only be used once per day.
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