Free agents of divine power, clerics of the favoured soul domain wander from place to place, wielding divine power to advance the causes they deem worthy in the eyes of their god. Some choose to undertake great crusades, while others merely revel in the power they have been granted through birthright or gift.
Favoured Soul Domain Spells You gain domain spells at the cleric levels listed below. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Cleric level 1st: Divine favour, heroism Cleric level 3rd: Enhance ability, magic weapon Cleric level 5th: Crusader's mantle, magic circle Cleric level 7th: Aura of purity, guardian of faith Cleric level 9th: Circle of power, dominate person Bonus Proficiencies At 1st level, you gain proficiency with any one saving throw of your choice, as well as any one skill of your choice. Channel Divinity: Exert Will Starting at 2nd level, you can use your Channel Divinity to exert supernatural will upon the probability of the world. When you make an ability check or saving throw, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the roll succeeds or fails. Channel Divinity: Conjure Awe At 6th level, you can use your Channel Divinity to unnerve someone before you. As an action, you present your holy symbol and speak a word of power, using your Channel Divinity. Choose one creature within 60 feet that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, this creature is frightened and restrained for 1 minute or until it takes any damage. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. Energy Resistance From 8th level, you gain resistance to two energy types of your choice from the following list: acid, cold, electrical, fire, necrotic, poison, psychic, radiant, or thunder. Divine Form From 17th level, you can assume a divine form. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: - Your appearance becomes wholly supernatural, in a fixed appearance that you choose when you gain this ability. This may include wings, at your choice. - You gain a flying speed of 60 feet. - You emanate an aura of menace in a 30-foot radius. The first time an enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest. Threat Predictably, power tends to corrupt, and those with divine power tend to be corrupted divinely. A Favoured Soul which chooses to ascend to the heavens themselves can be a truly mighty foe, with hordes of fanatic Cultists following their every utterance. FAVOURED SOUL Medium humanoid (any race), any alignment (evil) Armour Class 16 (half-plate) Hit Points 98 (15d8 + 30) Speed 30ft., fly 60ft. Str 13 (+1); Dex 12 (+1); Con 14 (+2); Int 10 (+0); Wis 20 (+5); Cha 19 (+4) Saving Throws Constitution +7, Wisdom +10, Charisma +9 Damage Resistances Fire, thunder Skills Insight +10, Intimidation +9, Persuasion +9, Religion +5 Senses passive Perception 15 Languages Celestial, Common, Infernal, Primordial Challenge 15 (13,000 XP) Cult Master. As a bonus action, the favoured soul can expend a spell slot to cause the melee weapon attacks of allies within 60 feet to magically deal an extra 7 (2d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the favoured soul expends a spell slot of 4th level or higher, the extra damage is 10 (3d6) per hit. Legendary Resistance (1/day). If the favoured soul fails a saving throw, it can choose to succeed instead. Spellcasting. The Favoured Soul is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The favoured soul has the following cleric spells prepared: Cantrips (at will): Guidance, light, resistance, spare the dying, thaumaturgy 1st level (4 slots): Bless, divine favour, healing word, heroism, protection from evil and good 2nd level (3 slots): Enhance ability, hold person, lesser restoration, magic weapon, spiritual weapon 3rd level (3 slots): Beacon of hope, crusader's mantle, magic circle, mass healing word, spirit guardians 4th level (3 slots): Aura of purity, banishment, death ward, divination, guardian of faith 5th level (2 slots): Circle of power, dispel evil and good, dominate person, flame strike 6th level (1 slot): Blade barrier, harm, heal 7th level (1 slot): Divine word, symbol 8th level (1 slot): Holy aura Reactions Exert Will. As a reaction when making an ability check or saving throw, the favoured soul can gain a +10 bonus. Actions Multiattack. The favoured soul makes two divine spear attacks. Divine Spear. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage and 7 (2d6) radiant damage. Also posted on Game Masters Stash on 11 February 2021. Comments are closed.
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