Cleric of Pantheism (5e Subclass)

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Cleric of Pantheism[edit]

Cleric Subclass

Clerics of The Pantheism domain specialize in supportive combat with their blessed holy weapons, which they use to purge evils from the face of earth. They specialize in knowledge over various gods and will utilize righteous flames to burn those who defy the laws of the Gods. They believe in the existence of all Gods and wish to imbue this power onto their allies for they each have a role to play in the balance of the world.

Their Churches may be found near inactive or active Volcanos, where they believe the hearts of the world reside.

Pantheism Domain Spells[edit]
Cleric Level Spells
1st burning hands, guiding bolt
3rd flaming sphere, scorching ray
5th fireball, haste
7th fire shield, wall of fire
9th conjure elemental, sunburst
Rune Proficiency[edit]

At 1st level, you gain proficiency with martial weapons and Heavy Armor. When you use the Attack action with a martial weapon, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Bonus Cantrips

You learn the fire bolt and sacred flame cantrips.

Rune Weapon[edit]

When you choose this subclass, you gain the power to imbue your weapon with Celestial energy, allowing you to reshape and choose the form that this melee weapon takes. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When complete the imbued weapon will have Celestial runic writing upon it. Your Wisdom modifier is added for the damage rolls made with this Weapon.

This weapon now counts as your Holy Symbol. If the Weapon goes beyond 300 feet of you it reverts to normal. If detected, you will appear to be a Celestial being whilst this weapon is in your possession.

Channel Divinity: Runic Weapon[edit]

Starting at 2nd level, you receive a Tome. You'll find this in your possessions when you wake up after your long rest. This Tome contains knowledge of Deitys & Gods you recall from your studies and adventures. (DM decides which Gods apply per World)

As a bonus action, you can use your Channel Divinity to pray to a God to enhance a weapon with a specified element of attack. You can imbue one weapon that you are holding with sacred flames that is not your Rune Weapon. When the flames clear, they reveal the runes you selected using your Channel Divinity. The Runes are permanently etched into the weapon, but are only active when you are within 300 feet of it. When the Rune Weapon is active, it deals additional damage equal to your Wisdom Modifier. The damage type is based off the Domain of the God you prayed to when you imbued the weapon.

The amount of Runes that can be active is equal to your Wisdom Modifier, and only one weapon can be associated with a God at a time. Only one can be active per creature, and a creature cannot carry two runic weapons. If they attempt to, neither weapon will activate. If you fall unconscious, this effect ends and all Runes deactivate permanently and must be reformed. You know where the Rune weapons are at all times, even if the item is invisible, or concealed, or deactivated.

Extra Attack[edit]

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Sacred Strike[edit]

At 8th level, Your Rune Weapon is blessed with divine might in battle. When a creature takes damage from you, you can deal an extra 1d8 radiant or fire damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Pantheism[edit]

At 17th level, Everyone in the possession of an Active Rune Weapon are resistant to the damage typing of the blessing recieved whilst active.

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