Friday, August 9, 2019

Afterlife Domain

Hey Game Fans, we’re coming back to our roots for the first time in a while and working on some content for Dungeons and Dragons 5th edition. A while back we put together our Deities of Lakeport series, and it’s finally time to go back and fill in some of the mechanical details on how to play the servants of these Deities. This may take a while to push through the entire series, but we hope to get through them. This is a rough version of putting the ideas on paper, and if you all seem to enjoy these enough, we may put together a finished version for publication later.



Afterlife Domain


Hassur is the keeper of the dead and the afterlife that all souls pass through on their way to reincarnation in a new vessel. His clergy often catch a bad rap because of the assorted fiends and temptations they offer, but Hassur’s clerics are a separate hierarchy that do not involve themselves with the divine servants and minions of their deity. The Afterlife domain provides a bridge between the living and their ancestors.

Civilization Domain Spells


Cleric Level               Spells

1st                              Hellish Rebuke, Unseen Servant
3rd                             Enthrall, Gentle Repose,
5th                             Magic Circle, Speak with Dead
7th                             Banishment, Evard’s Black Tentacles
9th                             Contact other Plane, Conjure Elemental

Bonus Proficiencies



When you choose this domain at 1st level, you gain proficiency with Religion and Arcana.

Blessings of the Ancestors



Also at 1st level, you can call upon the guidance of ancestral souls and the collected wisdom of the honored dead. At the beginning of each day, you can call upon your connection with the Afterlife to do one of three things. First, you can choose to gain proficiency with up to three languages. Second, you can choose to gain proficiency with two of the following: a martial weapon, heavy armor, a tool, a skill (you can not already have proficiency with any of the selections made). Third, you can choose to double your proficiency bonus on one skill or tool, or you can gain an additional bonus to attack rolls with a weapon you are proficient with equal to half your proficiency bonus.

Channel Divinity: Soul Pyre


Starting at 2nd level, you can use your Channel Divinity to weigh the souls of those around you. Enemies within thirty feet of you take 1d10 points of damage (A charisma saving throw reduces this by half). This effect lasts a number of rounds equal to the cleric’s proficiency bonus.

Commune with the Ancestors


Starting at 6th level, you can cast Augury by consulting the ancestors as an action instead of it’s usual casting time. At 11th level, you can also cast Commune. You can cast each of them a number of times equal to your Wisdom modifier before you need to make a long rest.

Ancestral Insight


At 8th level, you gain the ability to see the future through your connection with the past. For a number of rounds equal to your proficiency bonus, add your Wisdom bonus to your armor class, attack rolls, and to all of your saving throws. You can activate this ability a number of times equal to half your Wisdom bonus. This ability recharges on a long rest.

Call of the Afterlife


Starting at 17th level, you can use your action call a divine servant of Hassur. This functions as a Planar Ally Spell, with the following exceptions. The creature summoned does not require payment, but can not be bound to a complex task. It also will not stay for more than an hour. You can use this ability once per day.

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