Difference between revisions of "Redemption"

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'''Deities:''' [[Lakius]], [[Taivas Valtias]]
 
'''Deities:''' [[Lakius]], [[Taivas Valtias]]
  
''Granted Power:'' Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
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''Granted Power:'' Once per day, the cleric may attempt to redeem a non-good creature. The creature, if redeemed, moves one step closer to the alignment of good, Evil to neutral or neutral to good, for one hour plus one hour per level the cleric is higher than the level or hit dice of the creature.  This is an extraordinary ability. The target receives a Willpower saving throw at DC equal to 10 + half the cleric’s casting level + the cleric’s charisma modifier to avoid this effect.
  
'''Air Domain Spells'''
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'''Redemption Domain Spells'''
#Obscuring Mist: Fog surrounds you.
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#Ray of Hope: Subject gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks.
 
#Gust of Wind: Blows away or knocks down smaller creatures.
 
#Gust of Wind: Blows away or knocks down smaller creatures.
 
#Wind Wall: Deflects arrows, smaller creatures, and gases.
 
#Wind Wall: Deflects arrows, smaller creatures, and gases.
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#Mastery of the Sky: Cyclone deals damage and can pick up creatures.
 
#Mastery of the Sky: Cyclone deals damage and can pick up creatures.
 
#Elemental Swarm: Summons multiple elementals. (air only)
 
#Elemental Swarm: Summons multiple elementals. (air only)
 
  
 
==Astilan Redemption Domain==
 
==Astilan Redemption Domain==

Revision as of 18:06, 31 October 2022

Return to Astilan Magic

Habololy Redemption Domain

Deities: Lakius, Taivas Valtias

Granted Power: Once per day, the cleric may attempt to redeem a non-good creature. The creature, if redeemed, moves one step closer to the alignment of good, Evil to neutral or neutral to good, for one hour plus one hour per level the cleric is higher than the level or hit dice of the creature. This is an extraordinary ability. The target receives a Willpower saving throw at DC equal to 10 + half the cleric’s casting level + the cleric’s charisma modifier to avoid this effect.

Redemption Domain Spells

  1. Ray of Hope: Subject gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks.
  2. Gust of Wind: Blows away or knocks down smaller creatures.
  3. Wind Wall: Deflects arrows, smaller creatures, and gases.
  4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  5. Control Winds: Change wind direction and speed.
  6. Wind Walk: Increases the hardness and hit points of materials [Dragonlance]
  7. Whirlwind: Cyclone deals damage and can pick up creatures.
  8. Mastery of the Sky: Cyclone deals damage and can pick up creatures.
  9. Elemental Swarm: Summons multiple elementals. (air only)

Astilan Redemption Domain

Deities: Arsuranyodel, Vokan

Redemption Domain Spells

Cleric Level Spell
1st [Feather Fall]
3rd [Gust of Wind]
5th [Remove Curse]
4th [Conjure Minor Elementals] (Air Only)
9th [Conjure Elemental] (Air Only)


Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in Arcana skill checks that apply to Air spells, magic items, or the Elemental Plane of air. If you already have proficiency in Arcane, your bonus is doubled for those areas of knowledge.

Levitation

Also at 1st level, you can levitate at will using the air currents around you to keep you aloft. You may use a bonus action in any round to begin this effect and move up to 20 feet. Once in the air, you may use a bonus action to ascend or descend up to 50 feet. You can only use this ability on yourself and up to 200 pounds or additional weight.

Channel Divinity: Destroy Earth

At 2nd level, you can use your Channel Divinity to destroy creature of elemental earth in the same way you use Turn Undead to destroy undead creatures.

Master of Elements

At 6th level, your ability to communication and connect with the elemental plane of air is such that if you conjure and elemental you do not need to maintain concentration on it. The spell lasts to its normal maximum duration or until you dismiss the elemental.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning or cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Flight

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. Modify message