OGC:Integrity Domain (5e Subclass)
This material is published under the OGL 1.0a. |
Integrity Domain (Neutral Good)[edit]
Divine domain for a neutral good cleric:
Clerics of integrity are firm believers in goodness and justice. While they see law as a potential means to that end, they follow the law only as much as it doesn’t conflict with their own sense of right and wrong. To a cleric of integrity, the actual facts regarding a situation are more important than what the law demands.
Clerics of integrity are usually amongst the easiest to get along with in a party of adventurers. They never betray their friends and generally look out for everyone’s best interests, even when it may not necessarily be in the cleric’s own. Where a cleric of integrity might come into conflict with their allies is when they insist on taking an unprofitable or extremely risky (or both) mission because “it’s the right thing to do” or when they refuse to condone morally questionable party actions.
Integrity Domain Spells
- 1st entangle, healing word
- 3rd find traps, flame blade
- 5th beacon of hope, counterspell
- 7th fabricate, locate creature
- 9th faithful hound, hallow
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Spreading the Word
At 1st level, you can more easily communicate with others for the benefit of all. You gain two additional languages of your choice. In addition, when making a Charisma check that would normally require you to be able to speak with a creature, you may still make the roll, with disadvantage, if you can’t speak with that creature. You can’t communicate very complex thoughts in this way, but you can convey simple thoughts and generally cause the creature to understand what you want it to do.
Channel Divinity: Turn Evil
At 2nd level, you can use your Channel Divinity to turn fiends and other creatures of evil alignment. As an action, you present your holy symbol and speak a prayer condemning evil. Every intelligent evil creature within 30 feet of you must make a Wisdom saving throw. On a failure, the creature is turned, as the Turn Undead channel divinity.
Words of Encouragement
At 6th level, you can inspire others to push harder to obtain good goals. You may grant a creature within 30 feet of you a +10 bonus on a single attack roll, ability check, or saving throw (you choose to which check the bonus is applied). You may do this a number of times equal to your Wisdom modifier. You regain all expended uses after a long rest.
Potent Cantrips
At 8th level, you gain mastery of your cantrips. You may add your Wisdom modifier to your damage rolls when using a cantrip.
Shining Paragon
At 17th level, your goodness is an example to all. You can no longer be charmed or frightened and you always have advantage on Charisma checks.
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