Godless Domain (5e Subclass)

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Godless Domain[edit]

Cleric Subclass

As a Godless Cleric, your power was not bestowed upon you by a deity, but rather you siphon it from a divine source. Perhaps you go into a trance each morning to access the same source of magic that powers the gods themselves. Or maybe you have found a way to leech power from a deity without their awareness. Regardless, you bypass the affinity of a deity yet tap into divine power.

Godless Domain Spells
Cleric Level Spells
1st divine favor, find familiar
3rd borrowed knowledge, detect thoughts
5th fear, intellect fortress
7th fabricate, Mordenkainen's private sanctum
9th awaken, contact other plane

Bonus Proficiency[edit]

At 1st level, you gain proficiency with heavy armor.

Basic Skills of the Gods[edit]

At 1st level, you gain access to Basic Skills of the gods. Choose two of the following abilities to gain:

  • Divine Training: You gain proficiency with martial weapons.
  • Divine Speed: Your movement speed increases by 10 feet.
  • Divine Armor: You gain a +1 bonus to AC.
  • Divine Eyes: You have darkvision out to a range of 60 feet.
  • Divine Knowledge: You can speak, read and write in an additional language of your choice.
  • Divine Image: You can cast disguise self at will without expending a spell slot.

Each time you finish a long rest, you may switch out one of your Basic Skills for another, gaining the new ability and losing the previous. At 14th level, you may switch out one Basic Skill when you finish a short or long rest.

Channel Divinity: Divine Deflection[edit]

Starting at 2nd level, you can use your Channel Divinity to capture incoming energy from divine creatures, lessening its effect on you and storing it for your next melee attack. When you take damage from a celestial, elemental, fey, fiend or undead, you can use your reaction to deflect some damage, decreasing the damage you would take by a number of hit points equal to your proficiency bonus + your cleric level. Also, the first time you hit with a melee attack on your next turn, the target takes extra radiant damage equal to the number of hit points you deflected.

Harness Divine Power[edit]

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you siphon additional divine power and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Intermediate Skills of the Gods[edit]

At 6th level, you gain access to Intermediate Skills of the gods. Choose two of the following abilities to gain:

  • Divine Maneuver: When you take the Attack action on your turn, you can use your bonus action to make a melee weapon attack.
  • Divine Movement: You gain either a fly speed or a swim speed equal to your movement speed.
  • Divine Resistance: You have resistance to a particular damage of your choice from the following: cold, fire, lightning, thunder, acid, poison, radiant, necrotic.
  • Divine Battlesense: You cannot be surprised, and creatures cannot benefit from flanking you.
  • Divine Mind: You can telepathically communicate with any creature you can see within 60 feet of you, as long as you share at least one language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • Divine Form: You can cast alter self at will without expending a spell slot.

Each time you finish a long rest, you may switch out one of your Intermediate Skills for another, gaining the new ability and losing the previous. At 14th level, you may switch out one Intermediate Skill when you finish a short or long rest.

Blessed Strikes[edit]

When you reach 8th level, you can siphon divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant or necrotic damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.

Advanced Skills of the Gods[edit]

At 17th level, you gain access to Advanced Skills of the gods. Choose two of the following abilities to gain:

  • Divine Warrior: You gain a +1 bonus to your melee weapon attacks.
  • Divine Freedom: You are always under the effects of the freedom of movement spell.
  • Divine Immunity: You are immune to one of the following effects: charmed, frightened, paralyzed, petrified, poisoned.
  • Divine Awareness: You have blindsight to a range of 10 feet.
  • Divine Psyche: You can telekinetically manipulate your surroundings. You can cast mage hand without verbal or somatic components. Also, you can use your bonus action to push/pull a creature or object 5 feet in any direction. If you target a creature, they must make a Str saving throw against your spell save DC, and are not pushed/pulled on a success.
  • Divine Existence: You do not need to breathe, eat or sleep.

Each time you finish a short or long rest, you may switch out one of your Advanced Skills for another, gaining the new ability and losing the previous.

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