The Eight Above, The Seven Below, and other deities of Dukvarrino
Holy Symbol of Mordat, marked |
Holy Symbol of Mordat, unmarked |
Special Cantrips: Clerics of the deity can choose
one of the cantrips as a bonus cantrip. The cleric can choose the other cantrip
as one of their cleric cantrips later on. A paladin of a deity, after taking
the oath of devotion, can also take one of the cantrips as a bonus paladin
cantrip. A cleric/paladin can only have one bonus cantrip.
Bridein: Pronounced Brid-ee-in.
Ixzit: Followers
of Ixzit have a special glove that acts as their holy symbol. The glove becomes
and stays dry within the pyre city. If the cleric or paladin gets the glove
wet, cleric and paladin spells of 1st level or higher require you to expend
another spell slot or fail. If you spend a spell slot of 2nd level or higher to
pay this cost, you regain a spell slot of one level lower. You pay the spell
slots at the same time, so if all you have is a 2nd-level spell slot, you can
use it to cast a 1st-level spell at 1st level (you lose one level, leaving a
1st-level slot to cast the spell).
Lareun (Death
Domain): Lareun is
a goddess of rest. She sees undead as being awakened against their will, and
wants them destroyed so the bodies can be at peace. Her clerics follow this
example, and Lareun grants them a different spell.
Death Clerics of Lareun replace animate dead with speak with dead as one of the domain spells at 5th level.
Krathis: The blind destroyer’s worshipers have an odd splinter group. There’s a group of Chaotic Neutral clerics that blame all of their problems on the goddess. Oddly, this group, without a drop of evil, gain divine spells just like any other deity-worshipping class. No one knows if the splinter group has enough belief to gain spells without Krathis or if the goddess is so insane that she can’t tell the splinter group isn’t made of genuine believers.
Pacifying Field
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
You create a field of
force around a creature. That creature must make a Strength saving throw. On a
failed save, the creature takes 1d4 force damage, as the field tries to tighten
around the creature.
Whether the target succeeded or failed the saving throw, the field persists for a round. When the target makes its next weapon attack before the end of your next turn, roll 1d6 and subtract that number from any bludgeoning, slashing, or piercing damage the target deals with its attack. The field then dissipates.
The spell's damage increases by 1d4, and the dice used to subtract damage increases by 1d6, at 5th level (2d4/2d6), 11th level (3d4/3d6) and 17th level (4d4/4d6).
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