Animist Domain (5A)

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The animist domain is not a matter for gods and great powers. Rather, the animist worships the little gods, spirits of nature, places, and even items. Things like mountain have large and powerful spirits, but even the most humble rock or house has a spirit the animist can cajole and work with. Animists are similar in outlook to druids, but firmly on the side of folk against the willfulness of spirits and nature. The guard the border between mundane lands and the world of the spirits.

Race Restriction

Animists are firmly mundane creatures opening themselves up to the world of spirits. In most worlds, animists need to be humanoids—other creature types are not allowed. In more humanocentric settings, only humans can be animists. In the Greyhawk setting, humans, dwarfs, halflings, and the various beast races can be animists.

Animist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Animist Spells table. These spells count as cleric spells for you, but they are always prepared and don’t count against the number of cleric spells you prepare.

Animist Spells
Cleric
Level
Spells
1 Faerie Fire,
Find Familiar
3 Healing Spirit,
See Invisibility
5 Clairvoyance,
Summon Fey
7 Arcane Eye,
Banishment
9 Dream,
Commune with Nature

Taboo

At 1st level the animist may select one taboo and gain the corresponding blessing from the Animist Taboos table. If you break this taboo you are unable to cast spells until you have performed a 1-hour purification ritual.

Animist Taboos
Taboo Blessing
Taboo of Air: Also known as being skyclad. You must expose yourself to the wind and weather and must be nude when preparing spells. You may never wear clothes of armor except hats, boots, and gloves. Add Mage Armor and Shield to your spell list. These spells count as cleric spells for you, but they are always prepared and don’t count against the number of cleric spells you prepare.
Taboo of Aliens: The animist cannot communicate with outsiders who are Giants, Goblinoids, or Humanoids without losing power. You must not speak to or otherwise communicate with those not in your tribe or community, tough listening to them is allowed, as is silent use of Intimidation to keep them at bay. Adopted members of the tribe can be communicated with. Adventuring animists can communicate with their fellow party members, but not with strangers. Add Sanctuary to your spell list. You can cast Sanctuary without expending a spell slot, but if you do so, the spell only affects Giants, Goblinoids, and Humanoids.
Taboo of Death: Ill health is a barrier, one you should not come near. Touching a creature that has is dying, died within the last day, is poisoned, or is diseased breaks this taboo. Such creatures can be healed, but doing so breaks the taboo after the healing spell or ability has been used. You can deal freely with undead. This taboo is from Shinto and common in Japan-inspired settings. You are resistant to poison damage, immune to the poisoned condition, and have advantage on saving throws against disease.
Taboo of Earth: You may not touch the ground; you must ride or be carried whenever you go outside. You can walk on floors and carpets. This taboo is common among mounted nomads. Any creature carrying you adds 10 ft. to its speed. If you have or gain a fly speed, add 10 ft. to that speed.
Taboo of Fire: Fire separates folk from beasts, you gave up the use of fire as a concession to the spirits. You can't use any spells that do fire damage or summons creatures that can do fire damage. You may not ignite a fire or carry a burning objects such as a torch or lantern. You may still use firelight provided by others and may stay in heated rooms as long as you are not tending the fire. You gain resistance to fire damage.
Taboo of Gender: You must not touch, heal, help, or communicate with members of one chosen gender, as in taboo of aliens and taboo of death. Random creatures you summon are never of the forbidden gender. You can choose to exclude the forbidden gender from area effect spells. Fighting against, intimidating, and otherwise harming members of the forbidden gender is allowed. You become proficient in the Intimidation skill. If you already are proficient in Intimidation, you may select another Charisma-based skill to get proficiency with.
Taboo of Life: Life is sacred. The you must not inflict damage on a living creature. Constructs, elementals, celestials, fiends, and undead are not considered living creatures for this limitation. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Taboo of Metal: Metal is the manifestation of man’s dominion over nature and at odds with the natural order of the spirits. You may not wear metal armor (all armor except cloth, leather and hide) or use metal weapons. These work normally when not made of metal: blowgun, club, dart, great club, javelin, short bow, sling, whip, and quarterstaff. You are allowed to use soft precious metals, such as copper, silver, and gold. You gain a +2 bonus to Armor Class and weapon damage rolls.
Taboo of Identity: You may not show naked skin or hair, especially your head. You must constantly wear a cowl, be masked, or wear thick facial body paint and shave all head hair. This gives disadvantage on Charisma (Deception, Persuasion) checks. You gain the constant effects of the Nondetection spell.
Taboo of Water: Water is a civilizing influence, and you can give this up to get closer to primeval nature. With this taboo you cannot touch water but other liquids and alcoholic drinks are ok. You gain disadvantage on Strength and Dexterity checks near water or outdoors within one hour after a heavy rain. You cannot get the prone condition unless you willingly accept it.

Detect Spirits

Beginning at 1st level, you can cast Detect evil and Good at will.

Channel Divinity: Placate Spirits

Starting at 2nd level, you can use your Channel Divinity to cast Charm Monster. This version of the spell cannot affect creatures of your own type (usually humanoid).

Magic Circle Against Spirits

At 6th level, you gain advantages with the Magic Circle spell.

  • It is always prepared and don’t count against the number of cleric spells you prepare.
  • It works against all types of creatures except beasts, humanoids, and creatures of your own creature type.
  • It is a ritual spell.

Rebuke Spirits

At 8th level, your weapon attacks rebuke spirits. Each time you hit a creature that is not of your own type (usually humanoid) you deal an additional d8 radiant damage.

Protection from Spirits

At 17th level, you gain protection against all types of creatures except beasts, humanoids, and creatures of your own creature type. All such creatures have disadvantage when attacking you, and you have advantage on saving throws against any ability used by such a creature.

See Also