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 indefinitely!
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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.
 +
Sometimes a cleric of masks will be possessed by a hostile spirit, but this is rare and would be an adventure in itself.
  
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 loose league of city-states.
+
Many Olman practice the domain of masks.  
When these cities fell, most Olman turned to [[Animist_Domain_(5A)|Animism]] or to other druid circles. A
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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.
+
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 2nd level you learn the first secrets of blood sacrifice. During a short rest, you inflict damage on yourself equal to one quarter of your maximum Hit Points. You then recover used spell slots, of a combined value up to half your druid level, rounded up.
+
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 any number of times.
 
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.
 
  
=== Circle Spells ===
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=== Masks Spells ===
At 2nd level and above, your character’s connection to the elements grants them access to certain spells. Add the spells in the universal column of the Elemental Spells table as well as the spells listed for your Elemental Affinity to your list of spells. These become druid spells to you, but they must be prepared and cast like any other druid spell.
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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.  
  
 
{| class="wikitable"
 
{| class="wikitable"
|+'''Elemental Spells'''
+
|+ '''Masks Spells '''
|rowspan=2| '''Druid Level''' ||valign="bottom" align=center colspan=6| '''Spells'''
+
|valign="top"| '''Cleric Level ||valign="top"| '''Spells
 
|-
 
|-
||'''Universal ||| '''Air ||| '''Cold ||| '''Earth |||'''Fire |||'''Water
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|valign="top" align=center | ||valign="top"| [http://dnd5e.wikidot.com/spell:absorb-elements Absorb Elements], [http://dnd5e.wikidot.com/spell:hellish-rebuke Hellish Rebuke]
 
|-
 
|-
| valign=top align=center | 2 ||valign="top"| [http://dnd5e.wikidot.com/spell:chromatic-orb Chromatic Orb] ||valign="top"| [http://dnd5e.wikidot.com/spell:thunderclap Thunderclap] ||valign="top"| [http://dnd5e.wikidot.com/spell:frostbite Frostbite] ||valign="top"| [http://dnd5e.wikidot.com/spell:mold-earth Mold Earth] ||valign="top"| [http://dnd5e.wikidot.com/spell:create-bonfire Create Bonfire] ||valign="top"| [http://dnd5e.wikidot.com/spell:shape-water Shape Water]  
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|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 | 2 ||valign="top"| [http://dnd5e.wikidot.com/spell:absorb-elements Absorb Elements] ||valign="top"| [http://dnd5e.wikidot.com/spell:witch-bolt Witch Bolt] ||valign="top"| [http://dnd5e.wikidot.com/spell:frost-fingers Frost Fingers] ||valign="top"| [http://dnd5e.wikidot.com/spell:catapult Catapult] ||valign="top"| [http://dnd5e.wikidot.com/spell:burning-hands Burning Hands] ||valign="top"| [http://dnd5e.wikidot.com/spell:tashas-caustic-brew Tasha's Caustic Brew]  
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|valign="top" align=center | ||valign="top"|   [http://dnd5e.wikidot.com/spell:counterspell Counterspell], [http://dnd5e.wikidot.com/spell:enemies-abound Enemies Abound]
 
|-
 
|-
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:dragons-breath Dragon's Breath] ||valign="top"| [http://dnd5e.wikidot.com/spell:kinetic-jaunt Kinetic Jaunt] ||valign="top"| [http://dnd5e.wikidot.com/spell:rimes-binding-ice Rime's Binding Ice] ||valign="top"| [http://dnd5e.wikidot.com/spell:maximillians-earthen-grasp Maximillian's Earthen Grasp] ||valign="top"| [http://dnd5e.wikidot.com/spell:pyrotechnics Pyrotechnics] ||valign="top"| [http://dnd5e.wikidot.com/spell:melfs-acid-arrow Melf's Acid Arrow]
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|valign="top" align=center | 7 ||valign="top"|   [http://dnd5e.wikidot.com/spell:guardian-of-nature Guardian of Nature], [http://dnd5e.wikidot.com/spell:polymorph Polymorph]
|-
 
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:fear Fear] ||valign="top"| [http://dnd5e.wikidot.com/spell:lightning-bolt Lightning Bolt] ||valign="top"| [http://dnd5e.wikidot.com/spell:vampiric-touch Vampiric Touch] ||valign="top"| [http://dnd5e.wikidot.com/spell:pulse-wave Pulse Wave] ||valign="top"| [http://dnd5e.wikidot.com/spell:fireball Fireball] ||valign="top"| [http://dnd5e.wikidot.com/spell:hunger-of-hadar Hunger of Hadar]
 
|-
 
| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:banishment Banishment] ||valign="top"| [http://dnd5e.wikidot.com/spell:storm-sphere Storm Sphere] ||valign="top"| [http://dnd5e.wikidot.com/spell:otilukes-resilient-sphere Otiluke's Resilient Sphere] ||valign="top"| [http://dnd5e.wikidot.com/spell:gravity-sinkhole Gravity Sinkhole] ||valign="top"| [http://dnd5e.wikidot.com/spell:widogast-s-web-of-fire-hb Widogast's Web of Fire] ||valign="top"| [http://dnd5e.wikidot.com/spell:vitriolic-sphere Vitriolic Sphere]
 
|-
 
| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:animate-objects Animate Objects] ||valign="top"| [http://dnd5e.wikidot.com/spell:cloudkill Cloudkill] ||valign="top"| [http://dnd5e.wikidot.com/spell:dawn Dawn] ||valign="top"| [http://dnd5e.wikidot.com/spell:passwall Passwall] ||valign="top"| [http://dnd5e.wikidot.com/spell:immolation Immolation] ||valign="top"| [http://dnd5e.wikidot.com/spell:bigbys-hand Bigby's Hand]  
 
 
|-
 
|-
 +
|valign="top" align=center | 9  ||valign="top"|  [http://dnd5e.wikidot.com/spell:contact-other-plane Contact Other Plane], [http://dnd5e.wikidot.com/spell:steel-wind-strike Steel Wind Strike]
 
|}
 
|}
  
=== Elemental Energy Recovery ===
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=== Mask of the Spirits ===
From 2nd level onwards, you can recover used spell slots during a short rest, of a combined value up to half your druid level, rounded up. This feature otherwise functions identically to the wizard’s Arcane Recovery feature.
+
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.
 
 
=== Element Walker ===
 
Beginning at 6th level, you can travel freely through the element corresponding to your Elemental Affinity for a number of rounds equal to half your druid level, rounded up.  
 
  
:While walking through air, you have a fly speed equal to twice your walking speed.
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: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.
:While walking through cold, you are immune to cold damage. If you are in contact with ice or snow, or take cold damage at any point of your move, your land speed doubles.
+
:* You can pick any one cantrip. You learn this cantrip and it becomes a cleric spell to you.
:While walking through earth, you have a burrow speed equal to your walking speed.  
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:* 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.
:While walking through fire, you are immune to fire damage. If you would normally take fire damage at any point of your movement, your land speed doubles.
 
:While waling through water, you have a swim speed equal to twice your walking speed and can breathe water.
 
  
Your equipment and clothing travels with you and is also protected.
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=== Voice of the Spirits ===
At 6th level you cannot take companions or allies with you.  
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Beginning at 6th level, when you use Mask of the Spirits, you can choose to gain additional benefits.  
At level 10 you can take a number of allies you touch equal to your proficiency bonus along when you walk the elements. Each of these allies must start their turn within 50 feet of you or the effect ends for that ally.
+
* 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. 
This feature cannot be used again until you finish a short or long rest.
+
* 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 you choose to gain resistance to.
  
=== Elemental Wild Shape ===
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=== Blessed Strikes ===
At 10th level and beyond, you can expend two uses of wild shape to transform into a type of elemental depending on your Elemental Affinity: Air: air, Cold: [https://www.5esrd.com/database/creature/elemental-ice-2/ ice], Earth:earth, Fire:fire, Water: water.
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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.
  
=== Blend the Elements ===
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=== Stature of the Spirits ===
At 14th level, you can use all elements, as if you had Elemental Affinity in each of the five elements. When using Element Walker, you simultaneously gain all the benefits.
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At 17th level and beyond, when you use Mask of the Spirits, can assume physical form of your god to gain these benefits.
 +
* 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 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.
  
== Editor's Notes ==
+
== Designer's Notes ==
The spells were a mess and had to be re-done from scratch. As the basic frame of this is decently strong, I only added the spells to the spell list without making them automatically prepared. Druids have no standard for how additional spells work, so this should be ok.
+
Originally written for druids, I rewrote this for clerics.
  
Using cold as a druid element was a whim given by available spells at low levels, but became somewhat tricky at higher levels.
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== See Also ==
 +
* [[Animist_(Apath)|Animist]] @ Apath

Revision as of 15:31, 20 December 2022

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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. Sometimes a cleric of masks will be possessed by a hostile spirit, but this is rare and would be an adventure in itself.

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 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 can pick any one cantrip. You learn this cantrip and it becomes a cleric spell to you.
  • 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.

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 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.

Stature 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.

  • 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 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