Those whose faith has been sorely tested sometimes break- either they can no longer maintain faith in fallible, though powerful, deities, or perhaps the source of their divine energy has been cut off. They retain some of their power, perhaps lent strength by old pacts made by their former patron, or possibly receiving power from their disbelief itself. Their spells are no less potent, but their powers lack some of the range and versatility granted by a true priest. Some become humanists, others militant atheists, while others merely search for meaning in a universe filled with terrible things and little explanation.
Clerics who have the Faithless domain gain some different abilities from a cleric who chooses a deity and domain as normal. At the GM's option, this may be appropriate for clerics whose deities are cut off or perish in the course of play. If they recover from their crisis of faith, or are chosen by another patron, they should choose another domain, replacing the class features granted by this one. Faithless Domain spells Clerics of the Faithless domain are not granted domain spells. Instead, the cleric spell list is replaced entirely with the list below. Independent Spirit From 1st level, a Faithless cleric learns to depend upon their own abilities entirely. As a reaction when you fail an ability check or saving throw, you can instead choose to succeed. Once you have used this ability, you cannot use it again until you finish a short or long rest. Channel Divinity: Instil Doubt Starting at 2nd level, you can use words and magical power to instil doubt and disbelief in another creature. As an action, you can speak to a creature that can hear you within 60 feet, which must make a Charisma saving throw against your cleric spell save DC or be poisoned for 1 minute. While affected by this ability, the saving throw DC of any ability they use is reduced by 2. An affected creature can make another saving throw at the end of their turn, ending both effects if they are successful. Channel Divinity: Repudiate From 6th level, your own faithlessness can be enough to shut down magical effects from others. As a reaction when you see a creature within 60 feet of you casting a spell, you can present an empty hand and use your Channel Divinity to use a counterspell. This counts as using a spell slot of level equal to your proficiency bonus. Potent Spellcasting From 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Motivate the Masses From 10th level (replacing a cleric's Divine Intervention ability altogether), you can weave magic and disbelief into a powerful enchantment, stirring the hearts of a crowd. As an action, you can speak and explain your values to create a mass suggestion ability. Once you have used this ability, you can't use it again until you finish 1d3 long rests. From 20th level, this ability functions as if cast using a 9th-level spell slot. Avatar of Self-Reliance From 17th level, you have advantage on saving throws against spells, and gain resistance to damage from any spell. Faithless Cleric Spell List Cantrips (0 level) Light Mending Message Prestidigitation Resistance Vicious Mockery 1st level Command Create or destroy water Cure wounds Detect evil or good Detect magic Detect poison Dissonant whispers Guiding bolt Inflict wounds Purify food and drink Sleep Tasha's hideous laughter 2nd level Blindness/deafness Calm emotions Detect thoughts Enhance ability Enthrall Find traps Hold person Lesser restoration Locate object Protection from poison Silence Suggestion Warding bond Zone of truth 3rd level Animate dead Bestow curse Create food and water Daylight Dispel magic Fear Feign death Glyph of warding Magic circle Mass healing word Meld into stone Protection from energy Remove curse Revivify Sending Speak with dead Tongues Vampiric touch 4th level Banishment Compulsion Confusion Control water Death ward Freedom of movement Locate creature Stone shape 5th level Contagion Dispel evil and good Dominate person Geas Greater restoration Hold monster Legend lore Mass cure wounds Planar binding Raise dead Scrying 6th level Blade barrier Circle of death Create undead Find the path Forbiddance Harm Heal Planar ally True seeing 7th level Etherealness Fire storm Plane shift Regenerate Reverse gravity Symbol Teleport 8th level Antimagic field Control weather Dominate monster Earthquake Power word stun 9th level Imprisonment Power word heal Power word kill Time stop Also posted on Game Masters Stash on 17th November 2021. Comments are closed.
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