Masks Domain (5A)

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This is a Cleric domain for 5A.

The gods demand sacrifice! Only by giving of our blood and life can the sun continue to rise!

Tlamacazqui are priests of the old Olman gods. There used to be an Olman imperium in the Amedio jungle, a league of city-states. When these cities fell, most Olman turned to Animism or to druidism. 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.

Alignment

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.

Giver of Blood

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. 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

At 1st level your link to the old gods of the Olman give you access to certain spells.

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.

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

Mask of the Gods

Starting at 2nd level, you can use your Channel Divinity to assume the identity of one of the gods or spirits you worship gods.

As an action, you put on a mask representing the god whose identity you are assuming and get a number of advantages for the next 1 minute.
  • You can pick any one cantrip. You learn this cantrip and it becomes a cleric spell to you.

Voice of the Gods

Beginning at 6th level, when you use Mask of the Gods, 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.
  • You gain advantage on all Charisma (Intimidation) checks.
  • Chose a type of damage, 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 Steel Wind Strike you cast will inflict fire damage.

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

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.

Figure of the Gods

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.

  • 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.
  • You gain immunity to the kind of damage selected at level 6.
  • 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.

Designer's Notes

Originally written for druids, I rewrote this for clerics.

See Also