Civilization Domain
Bannock is the Defender of the Realm and the keeper of the light of civilization. His priests fulfill two primary roles. Most keep watch over towns and cities, helping to sort out order and keep the civilized world strong. The others are much more militant, actively rooting out threats and destroying them before they can bring civilization crashing down. The clergy of Bannock are deeply rooted in the preservation of civilization of all stripes, and they will work to defend any civilization threatened by disorder and chaos.
This often prompts the question from some outsiders, as to what exactly is Civilization, and some folk see it in the towns of the river folk, or the cities of the eastern plains, but most clergy take a larger view. Civilization to them is the shared language, values, and ideas of a group of sentients. A city or a town may be an easy to place to find some of these things, but they are not essential.
Civilization Domain Spells
Cleric Level Spells
1st Comprehend Languages,Sleep
3rd Calm Emotions, Zone of Truth
5th Beacon of Hope,Tongues
7th Fabricate, Stone Shape
9th Teleportation Circle, Wall of Stone
Bonus Proficiencies
Guiding Hand
Channel Divinity: Flame of Civilization
Starting at 2nd level, you can use your Channel Divinity to inspire your allies and defend the civilized world. All allies within thirty feet gain a +1 bonus to their armor class and immediately lose the following conditions: Charmed, Frightened, Incapacitated, Paralyzed, Stunned, and Unconscious (provided the ally has at least 1 hit point). The AC bonus lasts for 1 minute.
Improved Guiding Hand
Divine Strike
Bastion of Civilization
Starting at 17th level, you can use your action to activate an aura of fire light that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your allies in the bright light heal 5 hit points a round, automatically pass death saving throws, and gain a +1 bonus to their Armor Class. Creatures without the humanoid type and a chaotic alignment take 5 points of damage per round they spend in the aura, (this bypasses damage resistances and Immunities).
For the Write-Up of Bannock, you can find it here
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