Evangelist Domain (5e Subclass)
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Divine Aspect of Performance and Wanderlust— Old gods, such as Branchala, Bes, the Traveler, Lathander, and new gods like Kinnison and Yauch, grant special favor to some exceptional wandering charismatic ministers. These itinerant clerics rally followers to rock the status quo, or simply fight for the rights of their party. Often associating with artists, rogues, and bards, Evangelist clerics are not drawn by promises of martial glory, riches, or hidden lore; Rather they seek notoriety, adventure, and new converts to their deity. They are footloose proselytizers who recruit adherents to their god through not only their personal devotion, but also conspicuous exhibitions of piety, charity and charisma. Spells that are woven into displays of faith that draw new adherents are especially pleasing to their deity.
Due to the special demands of this calling, a minimum 13 Charisma, in addition to other cleric requirements, is required to choose this domain. In recognition of this heightened ability, Evangelist Clerics may substitute Charisma for Wisdom in their Spell Attack, Spell DC, or bonus calculations, as long as an audience of at least 1 living creature other than the caster, with an intelligence greater than 4, can observe the display.
In addition to standard cleric spell availability, Evangelists always have the following spells prepared, at the levels indicated.
|Cantrips||Minor Illusion, Vicious Mockery|
|1st||Feather Fall, Goodberry|
|3rd||Tongues, Prayer of Healing|
|5th||Beacon of Hope, Tiny Hut|
|9th||Mass Suggestion, Plane Shift|
At 1st level, you gain proficiency in 1 charisma based skill
Exhortation of the Traveler
Starting when you choose this domain at 1st level, with a successful performance check, you can use a reaction to make a loud and enthusiastic amen, hosanna, or ululation to the gods on behalf of willing creature within 30ft, giving 1d4 bonus on any non-combat ability, will save, or stat check roll, including non-magical healing (such as hit dice, or second wind). A recipient cannot benefit from the same blessing again until they’ve completed a rest.
Channel Divinity: Fortification of the Spirit
Starting at 2nd level, you can Channel Divinity to transmute a wineskin of potable liquid into a potent spirit that bolsters and sustains the faithful during their journeys. This liquid courage is so potent (and generally foul tasting) that none may draw more than a single draught between rests. Consumption imbues the benefits of a 1st level false life spell (1d4+4 temporary hit points), and a single Goodberry (1 hit point, and a day’s nourishment). Treat as a potion. This blessing is meant to be shared, and each batch provides several (1d4 + cleric level) servings. The wineskin loses enchantment at dawn.
Channel Divinity: Fade to Black
Starting at 6th level, you can use your Channel Divinity to dramatically vanish, providing a theatrical performance ending (or escape from an unruly or unappreciative crowd). As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Channel Divinity: Divine Strike
At 8th level, you gain the ability to infuse your attacks with psychic force—a gift from your deity in recognition of your devotion, expressed as sheer force of personality. Once on each of your turns when you hit a creature with a weapon attack, you deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Cult of Personality
At 17th level, you gain immunity, and all followers and allies within 30ft, gain advantage versus fear, charms, and compulsions.