D&D Next Domains

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Revision as of 18:25, 7 January 2014 by Oakthorne (talk | contribs) (New page: ==Magic== <div style="float: right; width: 400px; border: 1px black solid; margin: 20px; padding: 10px;"> <div style="text-align: center; font-size: 125%">Magic Domain Spells</div> * '''Le...)
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Magic

Magic Domain Spells
  • Level 1: detect magic, identify
  • Level 3: magic weapon, silence
  • Level 5: dispel magic, remove curse
  • Level 7: arcane eye, dimension door
  • Level 9: teleportation circle, true seeing
  • Level 11: greater dispel magic
  • Level 15: teleport

The gods of magic are often the patrons of arcane magic - often, they are also the very embodiment of magical power itself. Such deities are sometimes all-wise or tricksters, but they are invariably always depicted as quite powerful. Acts of spellcasting are sacraments to priests of this god, and every magical item potentially a holy relic.

Bonus Spells

You gain the prestidigitation and read magic mage spell cantrips as cleric cantrips. You also gain extra domain spells at levels 11 and 15, as shown above.

Bonus Proficiencies

You gain proficiency with one of the magic foci of the mage: a component pouch, orb, rod, staff or wand. Clerics who are multiclassed with mage may also use any of the magical foci granted by their mage class for cleric spells.

Dweomerkeeper

You gain advantage on saving throws against magical effects. Additionally, your cleric magic functions normally in areas of wild or dead magic.

Channel Divinity: Investiture

Starting at 2nd level, you can use your Channel Divinity to invest yourself or a touched ally with some of the silvery-blue radiance that is Mystra's favor. A creature so invested is always considered to be wielding a magical weapon for the purpose of overcoming resistances, and they gain advantage on saving throws against magical effects. A spellcaster may end the Investiture prematurely by "burning out" the magic by expending her own magical energy as though she'd cast a spell. This heals the spellcaster of 2d8 per level of the spell expended. Otherwise, the Investiture lingers for one minute.

Channel Divinity: Weavesunder

Starting at 6th level, you can use your Channel Divinity to blast apart magics you encounter, sundering their connection to the Weave. This functions as a casting of dispel magic cast at a level equal to the highest level cleric spell you can cast.

Weaveguard

Starting at 20th level, you become immune to the effects of any three spells, of your choice. These cannot normally be changed once chosen, although your DM may permit a special quest to do so.