Night Domain

Night Domain

The night is a time of secrets and unavoidable truths – darkness, fear, and subterfuge that unmask the true natures of men and beasts. While the night covers the terrestial world in darkness, it opens up the celestial world, letting us see the moon, stars, and other heavenly bodies. It is the obsidian mirror of the cosmos, reflecting the sincerity of man and the gods. Haliya is best known for her connection to the night, as the avenger and nocturnal hunter of that which would cause the end of the world. Another is the Night Maiden, using the night as the stage to perform clandestine acts of mercy and murder, all for a more noble world.

Night Domain Spells

You gain domain spells at the cleric levels listed in the Night Domain Spells tables. See Divine Domain class feature for how Domian Spells work.

Cleric Level Spells
1st dissonant whispers, sleep
3rd darkness, misty Step
5th bestow curse, fear
7th confusion, dimension door
9th dream, enervation

Night Stalker

At 1st level you gain proficiency with martial weapons, and the Stealth skill. You stalk and patiently wait for your targets in the darkness and strike with darkened steel.

Smiling Night

At 1st level, you become a full denizen of the night. You gain the ability to see in non-magical darkness up to 60 feet. If you already have Darkvision, extend that range by another 60 feet.

While in dim light or darkness, you can cast a spell without any verbal or somatic components. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.

Channel Divinity: Night Terror

At 2nd level, you can use your Channel Divinity instill a deep unease that blossoms into a paralytic terror in your foes.

As an action, you brandish your holy symbol and create a sphere of darkness that lasts for an instant and incites the deepest of fears. Each hostile creature within 30 feet of you must make a Wisom saving throw, on a failed save the creature is frightened of you for 1 minute. The frightened creature must repeat the saving throw at the end of its turn, reducing its speed to 0 feet on a failure or ending the effect on a success.

Grasp of Darkness

At 6th level, you have advantage on attack rolls on frightened creatures, and anytime you hit a frightened creature with an attack, you reduce their speed to 0 feet for one round. You also gain the ability to see in magical darkness up to 60 feet.

Shadow of Night

At 8th level, the shadows and darkness are also your weapons. Once on each of your turns, when you miss a weapon attack, you can can make another weapon attack as part of the same action.

At 14th level, the looming fear and cold of the night are infused into your weapons. 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 necrotic or psychic damage to the target.

Dark Horror

At 17th level, you are immune to the Frightened and Paralyzed conditions. Whenever you drop a hostile creature to 0 hit points, any hostile creatures within 30 feet that can see you must make a Wisdom saving throw, on a failed save the creature is restrained until the end of its next turn. On a successful saving throw the creature is immune to this effect for the next 24 hours. If a creature is immune to the Frightened Condition, it is also immune to this effect.

Idea taken from: http://homebrewery.naturalcrit.com/share/r1aFZOCJz
and artwork by https://robshields.deviantart.com/art/Hunter-Hunted-441323736

Oath of the Raven Knight

Oath of the Raven Knight

“The Raven Queen is our mistress. She holds death in her grasp, and each of us serves as an instrument of her will.”

All who follow the Raven Queen, embraces death; the demise of all living creatures is a natural progression of life. Those initiated into the Raven Queen’s service find ways to utilize the powers of cold and death while serving their deific mistress.

Such celestial power isn’t all astral radiance and divine glow. The Raven Queen lives in shadow, weaving it and reaching forth with winter’s frigid claws to take all mortals into the beyond. Her knights do the same and they walk the line between light and dark, to ensure that the cycles of death and destiny continue.

The Oath of Raven Knight is a rare and unusual tradition, most commonly embraced by paladins who have experienced the horrors of true necromancy or seen horrible death. Sometimes also called black knights or winter knights, these paladins serve as protectors of the sacred order of life. They constantly struggle against the forces of undeath, as they see them as the most unholy abominations that poison the land. They adorn themselves with images of death and winter – skulls, ravens, or similar symbols of their patron gods.

Tenets of the Raven Knight

The tenets of the Oath of the Raven Knight have been passed down for generations. This oath emphasizes the passing between the warmth of life to the everlasting cold of death, and punishes those who defile this natural order by performing unholy raising of undead.

Annihilate the Unholy. The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they have already.

Preserve the Righteous. Death should not come early to those who have led a blessed life . Preserve the righteous, so they may live on without fear, and one day die in peace.

Let Souls Pass On. Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free.

Accept Death. Death comes to all eventually, do not fear it. Accept it, and you will find a place in the afterlife.

Oath Spells

You Learn the Spare the dying cantrip and you gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd healing word, Armor of Agathys
5th gentle repose, blindness/deafness
9th speak with dead, feign death
13th blight, ice storm
17th cone of cold, antilife shell

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Freeze the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend and undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. All creatures that succeeds on the saving throw get frightened until the end of their next turn. If the creature fails its saving throw, it is frozen for 1 minute or until it takes damage.

A frozen creature is affected by the petrified condition until the frozen effect ends, at which point the creature is freed and able to act normally.

Armor of Winter. As a bonus action, you evoke the Raven Queen’s mantle, creating a thick layer of protective ice that covers you and your equipment. You gain resistance to cold and Temporary hit points equal to your Paladin level + Proficiency bonus + Charisma modifier.

In addition, if a creature hits you with a melee attack while you have these temporary hit points, the creature takes cold damage equal to your Paladin level + Proficiency bonus + Charisma.

Armor of Winter lasts for 1 min or until you choose to end it. If you fall unconscious, this effect ends immediately.

Raven Harrier

Starting at 3rd level, you gain the service of a celestial raven as per the find familiar spell.

You may spend a bonus action to command your raven to distract a creature. Until the beginning of your next turn, an enemy who shares a space with your raven cannot use reactions. If the raven is killed, it will reappear and rejoin you at dawn.

In addition, ravens are strangely attracted to you. Wherever you go, ravens in the area are atracted by your presence and tend to gather nearby.

Raven Queen’s Blessing

Starting at 7th level, you and allies within 10 feet of you have resistance to cold and necrotic damage and cannot be charmed nor possessed by undead creatures. You must be conscious to grant this bonus. This does not affect creatures who are already charmed or possessed.

At 18th level, the range of this aura increases to 30 feet and the aura also provides advantage on saving throws against magic from undead creatures and spells from the necromancy school.

Shelter the Living

Starting at 15th level, when you or a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to make it drop to 1 hit point instead. This ability does not work on undead or constructs and each creature can only be targeted by this ability once per long rest.

A creature that benefits from this ability receives temporary hit points equal to your Paladin level + Charisma modifier that last for 1 min or until expended. After 1 minute the creature suffers a point of exhaustion and loses these temporary hit points.

When you use this ability on yourself, you don’t receive temporary hit points but you instead become invisible and teleport to an empty space you can see within 30ft of you, at the same time that an frozen statue of you appears where you were standing. The invisibility last for 1 min or until you attack or cast a spell. The frozen statue lasts until destroyed of it melts.

Avatar of Death

At 20th level, you can use an action to assume the form of Ravens Queen’s avatar, the Angel of Death. The transformation that lasts for 1 minute and grant your the following benefits:

  • Your clothes and equipment become dark almost black, your eye become glowy white and a pair of black wings sprout from your back granting you a fiying speed of 60 feet.
  • Your attacks inflict an addition 2d8 necrotic or cold damage (your choise on each attack).
  • Your transformation makes all your enemies recognize in you death itself, to a point that they can actually see it. The first time any enemy creature moves withoin 30 feet from you or starts its turn within 30 feet from you, the creature must succeed on a Wisdom saving throw or be frightenedfor 1 minute or until it takes damage. Attack rolls against the frightened creature are made with advantage.

Once you use this feature, you can’t use it again until you finish a long rest.

Freedom Domain

Freedom Domain

Those clerics are called to oppose tyranny and slavery, serve gods and goddesses of liberty such as Ilmater, Mielikki, Celestian, Truthereon, Yondolla, Hermes, Athena, Columbia, Marianne and Britannia. They believe all men are born free and thus they should remain. They fight for the oppressed.

Freedom Domain Spells

Cleric Level Spells
1st Heroism, Sanctuary
3rd Nystul’s Magic Aura, Pass without Trace
5th Nondetection, Remove Curse
7th Dimension Door, Freedom of Movement
9th Circle of Power, Passwall

Mouthpiece of Divine

At 1st level the Cleric gains advantage on saving throws against being Silenced. If the effect does not normally allow a saving throw the Cleric can on each of their turns take a Charisma saving throw; on a success they may speak normally until the start of their next turn. The DC of the save is either the user of Silence effect’s Spell Save DC or 8 + their Charisma Modifier + their proficiency bonus.

Channel Divinity: Liberate

Starting at 2nd level, you can use your channel divinity to free allies from malicious magical entrapment or enslavement. As an action you present your holy symbol and choose a number of allies up to your Wisdom modifier (minimum 1) that are within 30 feet of you who are under the effects of any magical Charm, Hold, Mind Control or Binding effect. The effect is immediately dispelled.

Rampart

At 6th level, you become immune to being Charmed. They also gain advantage on saving throw against being Paralyzed. In addition you add your proficiency modifier to checks made to escape from bonds, as well as saving throws against being mind controlled,

Emancipator’s Strike

Starting at 8th level, you can empower your melee attacks dealing an additional 1d8 Radiant damage.  At 14 level this damage increases to 2d8.

Out of Sight, Out of Mind

At 17th level, you cannot be targeted by Divination magic. In addition you and any you travel with cannot be perceived through magical scrying sensors as if under the effects of the Nondetection spell.

Spider Domain

Spider Domain

The Spider Domain is under the exclusive purview of a single deity: The Spider Queen, Lolth, a capricious goddess that delights in torment, subterfuge, and dominating the weak. She is especially revered by the drow, but sinister creatures of every type make offerings to her, including petitioners who worship in secret on the surface. Customarily, Lolth only bestows clerical powers upon female priests, but there are always rare exceptions when it serves the Spider Queen’s schemes.

The spider domain deals in secrets, subterfuge, assassination, and wanton cruelty. Clerics that make this domain their own are rarely anything other than evil.

Spider Domain Spells

Cleric Level Spells
1st charm person, disguise self
3rd spider climb, web
5th fear, vampiric touch
7th dominate beast, giant insect
9th dispel evil and good, dominate person

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with the Stealth skill, whips, and poisoner’s kits.

Web Walker

Also at 1st level, you gain a climbing speed equal to your movement speed. Additionally, you ignore movement restrictions caused by webbing and you are immune to the effects of the web spell.

Channel Divinity: Venom

Starting at 2nd level, as a bonus action, you can use your Channel Divinity to coat a melee weapon you are holding with a paralytic poison. The next time you hit a creature with a melee weapon attack within the next minute, it must succeed on a Constitution saving throw. A creature that is immune to being poisoned automatically succeeds this saving throw. On a failed save, the creature takes poison damage equal to your cleric level and becomes paralyzed for 1 minute. On a successful one, it takes half as much damage and is not paralyzed. A creature paralyzed by this ability can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

Blessing of the Spider Queen

Starting at 6th level, you have a divine connection to spiders of all types. Any spider that can see you is considered charmed by you, and can communicate with you as if you were under the effect of the speak with animals spell.

Additionally, you learn the spell conjure animals, which you can use only to summon giant spiders, giant wolf spiders, or swarms of spiders, unless you also know this spell from another source.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the poisoning bite of a spider. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Domination

Starting at 17th level, you learn the dominate monster spell. When you cast the spells dominate beastdominate monster, or dominate person, you ignore a target’s immunity to being charmed. Additionally, you can use your bonus action, instead of your action, to take total and precise control of a target.

The Tactician

The Tactician

Leaning over a map of the mountain pass, a general pinpoints exactly where her troops should ambush the enemy. She knows what she’s doing, and her soldiers know it. Fighting a band of ogres, an adventurer carefully considers how he can best use a nearby cliff to his advantage. A woman in light armor commands her allies to split up and comer an enemy spy. There isn’t any chance for the spy to run.

Many fighters value and use tactics to their advantage, but none so like the tactician. They don’t swing a halberd like a champion could or knock away a blade quite like a battle-master, but a strategic fighter is an essential asset to any military force.

Art of War

A tactician can’t rely only on the strength of their blade. Many strategists are learned in skills that help them to travel the land and sea, and understand their enemies.

Starting when you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: History, Insight, Perception, Persuasion, or Survival You may forgo one of these skill proficiencies for proficiency with Navigator’s Tools, if you so choose.

Combat Superiority

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:

  • You have an eye for the weaknesses of your enemies. When an ally that can see or hear you makes an attack, you can expend a superiority die to add it to to the attack roll You can use this ability before or after the ally makes their attack roll, but before any effects of the attack are applied.
  • You can quickly point out the weakest points of a target to your allies. When an ally that can see or hear you damages a target with a weapon attack, you can expend a superiority die to add it to the damage roll You can use this ability after the damage is rolled.
  • Your experience with tactical footwork can help you and your allies avoid hits. When you or an ally that can see or hear you is targeted by an attack, you can expend a superiority die as a reaction to add it to the you or your ally’s AC until the end of your next turn.
  • Your familiarity with tactical retreats can give you the upper hand if a battle turns for the worse. When you or an ally that can see or hear you takes the Disengage action, you can expend a superiority die to allow you or your ally to Dash as a bonus action.
  • Your careful planning and alertness can help you or your allies jump into action at the right moment. When you or an ally that can see or hear you rolls initiative, you can expend a superiority die to add it to your initiative.

Know Your Enemy

Starting at 7th leve~ if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Armor Class
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage hnmunities
  • One ability (Such as Amphibious or Keen Sight)

Improved Second Wind

At 10th level, when you use your Second Wind, 2 of your allies that can see or hear you also get the benefits of your Second Wind At 18th level, 3 of your allies that can see or hear you also get the benefits of your Second Wind.

Improved Action Surge

Starting at 15th level, when you use your Action Surge, you can grant 1 ally that can see or hear you an Action Surge of their own, on their next tum.