Shadoweir (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Shadoweir[edit]

Clerical Domain. Heaven is under our feet as well as it is over our heads. Gods of nature are as varied as the natural world itself. From the inscrutable gods of the deep forests, to the tender deities associated with particular springs and groves, the lands and terrains have many Lords and Ladies watching over them. The Shadoweir are warrior-priests of Mielikki, who's call is to protect and preserve the world's natural beauty. These clerics hunt the monstrosities that despoil the woodlands, or bring destruction to those who would destroy nature for the growth of civilization. They may bless the harvests of those faithful to their god, or wither the crops of those who defy her.

Prerequisite

Must be a Human, Half-Elf or Elf and must worship Mielikki. (Consult your DM if you want to play this subclass sans the requirements.)

Spellcasting

Shadoweir Clerics use the druid spell list instead of the cleric spell list.

Shadoweir Domain Spells

Cleric Level Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with scimitar, longsword, longbow and the Nature skill.

Timeless Body

When you choose this domain at 1st level, Mielikki entwines your spirit with a Shadoweir Tree. You age at a slower rate; for every 10 years that pass, your body only ages a single year.

Channel Divinity

Battle Focus, Warrior of Nature At 2nd level, you are inspired by your deity in the fervor of battle and nature's mystical art flows through you. Mielikki graces you with the strength, agility, and precision of nature. You can use a bonus action to start your Battle Focus, becoming a Warrior of Nature for one minute or the duration of an encounter, and you can dismiss it at any time as a free action. If you become, incapacitated Battle Focus will end early. While your Battle Focus is active you gain the following benefits:

  • You are under the effects of Dodge
  • You gain a bonus to Dexterity Checks, Initiative, and Perception Checks (that rely on sight) equal to your Wisdom modifier
  • Gain a +1 bonus to attacks and damage
Nature's Ward

At 6th level, you become an unfaltering defender of the forests. You cannot be {{5c|Charmed} or frightened by elementals or fey and you gain immunity to natural diseases and poison. Additionally, you become prepared to stop threats before they happen. As a reaction, you can use your Channel Divinity to interrupt a creature or monster that attempts to target another creature or plant with an attack or spell. The attacking creature must make a Wisdom saving throw equal to your spell save DC or the attack fails.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of extra acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Nature's Champion

At 17th level, your deity grants you the strength to stave off those that would do harm to your domain and to protect those that live within it. You gain resistance to fire damage. Additionally, when you take fire damage, make a DC 15 constitution saving throw. If you succeed, the damage is reduced to 0. This gift may be shared with others for a short period of time. As an action, pick up to six creatures you can see within a 100ft radius, these creatures gain resistance to fire spells, abilities, and damage for 10 minutes. You may use this ability in this context an amount of times equal to your wisdom modifier (minimum of 1) and regain all uses after a long rest.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses