Domain of Rebirth (5e Subclass)
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Domain of Rebirth[edit]
Mass Resurrection, by Liberlula https://www.liberlibelula.com |
Cleric Subclass
The domain of rebirth is ruled over by deities with sway over the powers of life and death. Clerics of this domain are part of a strange symbiotic rivalry with those of the grave domain. While the grave domain seeks to maintain the cycle of life, the domain of rebirth seeks to allow it to spin eternally. However, they both find the undead unnatural, and they often put aside their differences to cooperate against undead threats.
- Domain of Rebirth Spells
The power of reincarnation allows you to delve into the past lives of your deity as well as your own to an extent. Starting at 1st level, you can prepare one extra spell of 5th level or lower for which you have one or more spell slots for. A spell prepared in this way can be from any class spell list. At 3rd, 5th, 7th, and 9th level, you can prepare one more spell in this way.
Additionally, the Reincarnate spell is considered a Cleric spell for you.
- Holy Memories
Starting at 1st level when you pick this domain, your faith complements your memory, allowing you to access the knowledge of your deity at times. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can add your Wisdom modifier to the result.
- Channel Divinity - Evoke Legend
Starting at 2nd level, you can use your Channel Divinity to evoke the legendary actions of your deity's past lives.
As an action, choose one of the options below:
- Add your Wisdom modifier (minimum of +1) to one attack roll or saving throw you make before the end of your next turn (even if you would already add it).
- One willing creature that you can touch gains temporary hit points equal to 5 times your cleric level.
- The next check you make before the end of your next turn is treated as if you rolled a 20 on the d20.
- The next time you deal damage before the end of your next turn, you deal an extra 1d6 + your Wisdom modifier (minimum of +0) damage. The damage type can be necrotic, poison, or radiant (your choice).
- You cast a cantrip from any spell list with a casting time of 1 action or 1 bonus action. It doesn't require concentration or material components when cast in this way.
The spell level you can cast with this channel divinity option increases at higher levels: a 1st-level spell at 8th level, a 2nd-level spell at 14th level, and a 3rd-level spell at 20th level.
- Spell Memories
Starting at 6th level, you can create memories of spells cast once upon a time. You can use this feature in two ways: casting a spell or reinstating a spell.
When you cast a spell with this feature, you cast a spell of 3rd-level or lower from any spell list without expending a spell slot or providing any material components. The spell must have a casting time of 1 minute or less. If you provide the component for a spell that resurrects the dead but doesn't create undead (such as Revivify, but not Animate Dead) cast in this way, you can target up to a number of creatures equal to your Wisdom modifier (minimum of one) within range. A spell cast in this way doesn't require concentration.
When you reinstate a spell with this feature, you target a creature or object that you can see within 30 feet of you that had a spell effect dispelled from it within the past 6 seconds. As an action, you reinstate that spell, causing all of its effects to apply to the target once again. An effect that required concentration doesn't when reinstated in this way. An unwilling creature targeted by this effect can make a Charisma saving throw against your spell save DC, causing the spell effect to not reinstate on a success.
If the spell effect is of 4th-level or higher, you must make a Wisdom check with a DC equal to 10 + the spell effect's level. On a success, the effect is reinstated.
Once you have used this ability, you can't use it again until you complete a long rest.
- Divine Inspiration
Starting at 8th level, when you make an attack roll, check, or saving throw, you can choose to add a d6 to the result. When you do so, you cannot cast spells of 1st-level or higher nor use this ability again until the end of your next turn.
Starting at 14th level, you can add 2d6 to the result instead.
- Path of Rebirth
Starting at 17th level, you and your past lives have tangled with those of your deity. Choose one of the paths below to benefit from:
- Path of the Archmage: You take on aspects of a great and powerful spellcaster. When you first choose this path, choose one spell from any spell list. While on this path, it is considered a prepared spell (or a known spell, if you chose a cantrip), and you can cast that spell as if it was a cleric spell. Additionally, whenever you cast a spell of 1st-level or higher on a willing creature other than yourself, a creature that can cast spells adds that spell to their spells known or prepared until they take a short or long rest, given it is of a level that creature can cast.
- Path of the Assassin: You take on aspects of a terrible assassin. While on this path, you are considered proficient with martial weapons. Whenever you have advantage on a weapon attack roll, you deal 2d6 extra damage. Whenever you have advantage on a spell attack roll, it deals 1d6 extra damage. The extra damage dealt by this feature is of the same type as the damage being modified. Additionally, whenever you cast a spell of 1st-level or higher on a willing creature, that creature gets a +3 bonus to the next attack roll it makes before the end of its next turn.
- Path of the Crusader: You take on aspects of a legendary warpriest. When you first choose this path, choose one channel divinity option available to another Cleric Domain or a Paladin Sacred Oath. While on this path, you can expend a use of your channel divinity to use that channel divinity option. Additionally, you can prepare channel divinity options instead of spells from other class spell lists using your Domain of Rebirth Spells feature, using prepared channel divinity options in this way. Any prepared channel divinity options remain if you choose another path but become unprepared upon taking a long rest.
- Path of the Healer: You take on aspects of a legendary physician. Whenever you cast a cleric spell while on this path, you can choose for yourself or the target creature to gain temporary hit points equal to your Wisdom modifier (minimum of 1). If the spell restores hit points, you can choose instead for the target to convert any excess healing into temporary hit points.
- Path of the Mystic: You take on aspects of a revered psion. While on this path, you gain the benefit of one Psionic Focus of one Psionic Discipline of your choice. You can switch between Psionic Focuses whenever you take a short or long rest or by expending a spell slot of 1st-level or higher. Additionally, whenever you cast a spell of 1st-level or higher on a willing creature other than yourself, that creature also benefits from your current Psionic Focus if it wasn't already until the end of its next turn.
- Path of the Navigator: You take on aspects of a famous explorer. When you first choose this path, choose a type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. While on this path, you have advantage on Intelligence and Wisdom checks related to such a terrain. Additionally, you are immune to the effects of difficult terrain when in a chosen terrain.
- Path of the Pugilist: You take on aspects of a great martial artist. While on this path, you are considered proficient with your unarmed strikes and they deal 1d6 damage on a hit, unless otherwise already higher. As an attack action, you can expend a spell slot to attack the same target with your unarmed strikes up to a number of times equal to 1 + the level of the slot expended, up to 6 total attacks. Additionally, when you cast a spell of 1st-level or higher on a willing creature other, it has advantage on checks made to grapple, restrain, or escape grappling or restraint made before the end of its next turn.
- Path of the Scholar: You take on aspects of a renowned scholar. When you first choose this path, choose a language. While on this path, you can speak, read, and write that language, and you add your Wisdom modifier to the result of any Intelligence check you make. Additionally, whenever you cast a spell of 1st-level or higher on a willing creature, it gains advantage on the next Intelligence check it makes before the start of its next turn.
- Path of the Thief: You take on aspects of a master thief. While on this path, add your Wisdom modifier to any Dexterity checks you make. Additionally, you gain a climbing speed equal to your walking speed if you didn't have one already. Additionally, whenever you cast a spell of 1st-level or higher on a willing creature, it can take the Dash action as a bonus action until the end of its next turn.
- Path of the Warrior: You take on aspects of a mighty warrior. When you first choose this path, choose one Fighting Style. While on this path, you gain the benefits of the chosen Fighting Style, and you are considered proficient with martial weapons. Additionally, whenever you cast a spell of 1st-level or higher on a willing creature, you can cause it to regain a number of hit points equal to 1d10 + half your cleric level (rounded down).
Whenever you use a channel divinity option, you can exchange one path you follow for another on this list.
No matter which path you follow, whenever you die, you are promised reincarnation by your deity. Your reincarnation might be formed around the idea of the path you last followed before your previous death. You might not be the same level, and you might not even be a cleric anymore, but your deity will leave some sort of reminder with you, even if it just a half-memory of your previous life or an affinity for that deity's followers.
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