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

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{{5A}}
This is a [[Druid (5A)|Druid]] circle for [[5A]].
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This is a [[Cleric (5A)|Cleric]] domain for [[5A]].
  
''The gods demand sacrifice! Only by giving of our blood and life can the sun continue to rise!
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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.
  
Tlamacazqui are priests of the old Olman gods.  
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'''Greyhawk:'''
There used to be an Olman imperium in the Amedio jungle, a league of city-states.
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Many Olman practice the domain of masks.
When these cities fell, most Olman turned to [[Animist_Domain_(5A)|Animism]] or to druidism.
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There used to be an Olman civilization in the Amedio jungle, a league of independent city-states.
A tlamacazqui may worship one or more of the Olman gods, but more importantly the subscribe to the notions of blood sacrifice as a way to rejuvenate the world.
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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.
 +
A devotee of masks may worship several different gods and spirits, and can reach out to any of them for aid.
  
=== Alignment ===
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'''Source:  
Olman goods are almost universally evil, and often chaotic. This makes even good Olman societies seem cruel and bloodthirsty to others. Good Olman submit to the demands of these gods while trying to make the best they can of life. Evil Olman relish their gods' lust for blood and pain and often advance in their service, attaining high social rank even in a society that is not otherwise evil. An Olman high court can be very evil and cruel, yet administer a prosperous land where many people lead good lives.
 
 
 
''Source:  
 
 
Original.
 
Original.
  
=== Giver of Blood ===
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=== Lore of the Spirits ===
At 1st level you learn the first secrets of blood sacrifice. During a short rest, you inflict damage on yourself equal to your level. You then recover used spell slots, of a combined value up to half your druid level, rounded up.
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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.
You can do this repeatedly, but only once during each short rest.
 
After this sacrifice, you can spend hit Dice normally to recover Hit Points.
 
This feature otherwise functions identically to the wizard’s Arcane Recovery feature.
 
  
=== Tlamacazqui Spells ===
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=== Masks Spells ===
At 1st level your link to the old gods of the Olman give you access to certain spells.
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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.  
 
 
At 1st, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Tlamacazqui 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 druid spell list, the spell is nonetheless a druid spell for you.  
 
  
 
{| class="wikitable"
 
{| class="wikitable"
|+ '''Tlamacazqui Spells '''
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|+ '''Masks Spells '''
 
|valign="top"| '''Cleric Level ||valign="top"| '''Spells
 
|valign="top"| '''Cleric Level ||valign="top"| '''Spells
 
|-
 
|-
|valign="top" align=center | 2  ||valign="top"| [http://dnd5e.wikidot.com/spell:hellish-rebuke Hellish Rebuke], [http://dnd5e.wikidot.com/spell:longstrider Longstrider],
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|valign="top" align=center | 2  ||valign="top"| [http://dnd5e.wikidot.com/spell:absorb-elements Absorb Elements], [http://dnd5e.wikidot.com/spell:hellish-rebuke Hellish Rebuke]
 
|-
 
|-
 
|valign="top" align=center | 3  ||valign="top"| [http://dnd5e.wikidot.com/spell:augury Augury], [http://dnd5e.wikidot.com/spell:wither-and-bloom Wither and Bloom]
 
|valign="top" align=center | 3  ||valign="top"| [http://dnd5e.wikidot.com/spell:augury Augury], [http://dnd5e.wikidot.com/spell:wither-and-bloom Wither and Bloom]
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|}
 
|}
  
=== Mask of the Gods ===
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=== 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 gods.
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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 must a mask representing the god whose identity you are assuming and get a number of advantages for the next 10 minutes.
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: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.  
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:* 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.
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:* 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 Gods ===
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=== Voice of the Spirits ===
Beginning at 6th level, when you use Mask of the Gods, you can choose to gain additional benefits.  
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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 god whose identity you have assumed.   
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* 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.
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* 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.
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* When you cast a spell that deals damage, you an replace the type of damage with the type you choose to gain resistance to.
The effect lasts for one minute. You can use Mask of the Divine a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
 
  
 
=== 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 chanes 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.
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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.
 +
 
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=== Role of the Spirits ===
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At 17th level you can now use Mask of the Spirits and Voice of the Spirits at will without expending uses of Channel Divinity.
  
=== Figure of the Gods ===
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As a bonus action you can use Channel Divinity to assume the full role of a spirit.
At 17th level and beyond, when you use Mask of the Divine, you can chose to assume actual form of your god to gain these benefits.
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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.
* 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.
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* You gain a climb speed, swim speed, and fly speed equal to your land speed. You can hover.
* You gain immunity to the kind of damage selected at level 6.
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* You have advantage on all ability checks.
* 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 or take 2d10 damage of the kind of damage selected at level 6.
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* 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.
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* 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 ==
 
== Designer's Notes ==

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