Difference between revisions of "Masks Domain (5A)"

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The cleric channels a spirit that inhabits their body and gives divine powers that become more powerful as the cleric advances in level.  
 
The cleric channels a spirit that inhabits their body and gives divine powers that become more powerful as the cleric advances in level.  
 
The possessing spirit may be an avatar of a god, a servant of the divine such as a fiend or celestial, or a supernatural creature that is allied to the cleric and shares goals and beliefs.  
 
The possessing spirit may be an avatar of a god, a servant of the divine such as a fiend or celestial, or a supernatural creature that is allied to the cleric and shares goals and beliefs.  
The player still controls the character when possessed in this way.
+
The player still controls the character when possessed in this way but is encouraged to stray from their normal persona and instead act out the possessor.
Sometimes a cleric of masks will be possessed by a hostile spirit, but this is rare and would be an adventure in itself.
+
Sometimes a cleric of masks will be possessed by a hostile spirit, but this is a rare challenge and a subplot of an adventure.
  
 
'''Greyhawk:'''
 
'''Greyhawk:'''
Many Olman practice the domain of masks.  
+
Many Olman practice the domain of masks.
 
There used to be an Olman civilization in the Amedio jungle, a league of independent city-states.
 
There used to be an Olman civilization in the Amedio jungle, a league of independent city-states.
 
When these cities fell, many Olman turned to [[Animist_Domain_(5A)|Animism]] or [[Druid (5A)|druidic]] faiths, but others continued to practice the manifestation of their gods trough the domain of masks.
 
When these cities fell, many Olman turned to [[Animist_Domain_(5A)|Animism]] or [[Druid (5A)|druidic]] faiths, but others continued to practice the manifestation of their gods trough the domain of masks.
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=== Mask of the Spirits ===
 
=== Mask of the Spirits ===
Starting at 2nd level, you can use your Channel Divinity to assume the identity of one of the gods or spirits you worship. This can be a different spirit each time you use this ability.
+
Starting at 2nd level, you can take a bonus action and use your Channel Divinity to assume the identity of one of the gods or spirits you worship. This can be a different spirit each time you use this ability.
  
:As an action, you put on a mask representing the spirit whose identity you are assuming and get a number of advantages for the next 10 minutes.
+
:You put on a mask representing the spirit whose identity you are assuming and get a number of advantages for the next 10 minutes. You can end the effect as an action.
:* You can pick any one cantrip. You learn this cantrip and it becomes a cleric spell to you.
+
:* Pick any one cantrip. This need not be on the cleric spell list. You learn this cantrip and it becomes a cleric spell to you for as long as you maintain this mask.
:* You gain advantage on all Charisma check against people who share your faith.
+
:* You gain advantage on all Charisma check against people who share your faith. This includes those who worship the same pantheon as you or belong to the same culture.
 +
:* Select one damage type: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You gain resistance to this type of damage.
  
 
=== Voice of the Spirits ===
 
=== Voice of the Spirits ===
 
Beginning at 6th level, when you use Mask of the Spirits, you can choose to gain additional benefits.  
 
Beginning at 6th level, when you use Mask of the Spirits, you can choose to gain additional benefits.  
* Your are covered by an illusion that makes you appear to be the creature whose identity you have assumed.   
+
* Your are covered by an illusion that makes you appear to be the creature whose identity you have assumed, but without changing your size or giving you the powers of the creature.   
 
* You gain advantage on all Charisma (Intimidation) checks.
 
* You gain advantage on all Charisma (Intimidation) checks.
* Chose a type of damage, you gain resistance against that damage.
+
* Chose a type of damage from this list: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You gain resistance against that damage.
* Any spell you cast that deals damage replaces the type of damage with the type you chose to gain resistance to. So if you choose resistance to fire, a [http://dnd5e.wikidot.com/spell:steel-wind-strike Steel Wind Strike] you cast will inflict fire damage.
+
* When you cast a spell that deals damage, you an replace the type of damage with the type you choose to gain resistance to.
  
 
=== Blessed Strikes ===
 
=== Blessed Strikes ===
 
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. If you are using Voice of the Gods, this damage changes to match the damage type selected. Once you deal this damage, you can't use this feature again until the start of your next turn.
 
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. If you are using Voice of the Gods, this damage changes to match the damage type selected. Once you deal this damage, you can't use this feature again until the start of your next turn.
  
=== Stature of the Spirits ===
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=== Role of the Spirits ===
At 17th level and beyond, when you use Mask of the Spirits, can assume physical form of your god to gain these benefits.
+
At 17th level you can now use Mask of the Spirits and Voice of the Spirits at will without expending uses of Channel Divinity.
 +
 
 +
As a bonus action you can use Channel Divinity to assume the full role of a spirit.
 +
You gain the benefits of Mask of the Spirits and Voice of the Spirits as well as the following:
 
* Your size becomes Large, but your space and reach does not change.
 
* Your size becomes Large, but your space and reach does not change.
* You gain a climb speed, swim speed, and fly speed equal to your land speed. You can hover when flying.
+
* You gain a climb speed, swim speed, and fly speed equal to your land speed. You can hover.
 
* You have advantage on all ability checks.
 
* You have advantage on all ability checks.
 
* In combat all enemies within 100 feet who can see you must make a Wisdom saving throw against your spell DC or become frightened. A new saving throw is allowed at the end of the creature's turn to negate the effect. A creature that successfully saves against your use of this ability automatically succeeds on further saving throws until the end of your next long rest.  
 
* In combat all enemies within 100 feet who can see you must make a Wisdom saving throw against your spell DC or become frightened. A new saving throw is allowed at the end of the creature's turn to negate the effect. A creature that successfully saves against your use of this ability automatically succeeds on further saving throws until the end of your next long rest.  

Latest revision as of 15:24, 4 July 2024

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This is a Cleric domain for 5A.

The domain of masks deals with voluntary possession. The cleric channels a spirit that inhabits their body and gives divine powers that become more powerful as the cleric advances in level. The possessing spirit may be an avatar of a god, a servant of the divine such as a fiend or celestial, or a supernatural creature that is allied to the cleric and shares goals and beliefs. The player still controls the character when possessed in this way but is encouraged to stray from their normal persona and instead act out the possessor. Sometimes a cleric of masks will be possessed by a hostile spirit, but this is a rare challenge and a subplot of an adventure.

Greyhawk: Many Olman practice the domain of masks. There used to be an Olman civilization in the Amedio jungle, a league of independent city-states. When these cities fell, many Olman turned to Animism or druidic faiths, but others continued to practice the manifestation of their gods trough the domain of masks. A devotee of masks may worship several different gods and spirits, and can reach out to any of them for aid.

Source: Original.

Lore of the Spirits

At 1st level you learn the Intimidation skill and two of the following languages of your choice: Aklo, Celestial, Draconic, Infernal, Primordial, Shadowtongue, or Sylvan.

Masks Spells

At 1st, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Masks Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Masks Spells
Cleric Level Spells
2 Absorb Elements, Hellish Rebuke
3 Augury, Wither and Bloom
5 Counterspell, Enemies Abound
7 Guardian of Nature, Polymorph
9 Contact Other Plane, Steel Wind Strike

Mask of the Spirits

Starting at 2nd level, you can take a bonus action and use your Channel Divinity to assume the identity of one of the gods or spirits you worship. This can be a different spirit each time you use this ability.

You put on a mask representing the spirit whose identity you are assuming and get a number of advantages for the next 10 minutes. You can end the effect as an action.
  • Pick any one cantrip. This need not be on the cleric spell list. You learn this cantrip and it becomes a cleric spell to you for as long as you maintain this mask.
  • You gain advantage on all Charisma check against people who share your faith. This includes those who worship the same pantheon as you or belong to the same culture.
  • Select one damage type: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You gain resistance to this type of damage.

Voice of the Spirits

Beginning at 6th level, when you use Mask of the Spirits, you can choose to gain additional benefits.

  • Your are covered by an illusion that makes you appear to be the creature whose identity you have assumed, but without changing your size or giving you the powers of the creature.
  • You gain advantage on all Charisma (Intimidation) checks.
  • Chose a type of damage from this list: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You gain resistance against that damage.
  • When you cast a spell that deals damage, you an replace the type of damage with the type you choose to gain resistance to.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. If you are using Voice of the Gods, this damage changes to match the damage type selected. Once you deal this damage, you can't use this feature again until the start of your next turn.

Role of the Spirits

At 17th level you can now use Mask of the Spirits and Voice of the Spirits at will without expending uses of Channel Divinity.

As a bonus action you can use Channel Divinity to assume the full role of a spirit. You gain the benefits of Mask of the Spirits and Voice of the Spirits as well as the following:

  • Your size becomes Large, but your space and reach does not change.
  • You gain a climb speed, swim speed, and fly speed equal to your land speed. You can hover.
  • You have advantage on all ability checks.
  • In combat all enemies within 100 feet who can see you must make a Wisdom saving throw against your spell DC or become frightened. A new saving throw is allowed at the end of the creature's turn to negate the effect. A creature that successfully saves against your use of this ability automatically succeeds on further saving throws until the end of your next long rest.
  • You gain immunity to the type of damage selected with Mask of the Spirits.
  • An enemy within 20 feet of you that attacks you or uses an effect that requires you to make a saving throw must make a Dexterity saving throw against your Spell DC or take 2d10 damage of the kind selected with Mask of the Spirits.

Designer's Notes

Originally written for druids, I rewrote this for clerics.

See Also