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Cleric: Progress Domain


Hit Points

Hit Dice: d8 per Cleric: Progress Domain level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

The Progress domain is that of the wonders of tomorrow, and the thousand tiny steps we need to make today to get there. It focuses on innovation, foresight, ingenuity and the advancement of understanding. It is therefore most favoured by gods of knowledge and innovation (such as Oghma, Moradin, Mystra, Flandal Steelskin, Selune and Gond) as their clerics are at the forefront of technological and arcane research to keep driving the world forwards in their own discipline. However not all paths to progress are without sacrifice, and some monumental steps become so much easier for those who can reconcile with, or do not mind, the cost. The domain is also under the realms of gods of war and domination (such as Ares, Tempus, Bane and Asmodeus) though it lends itself to more worshippers and deities who appreciate long term advancement over short term victories.   Progress Domain Spells

  • 1st Identify, Catapult
  • 3rd Branding smite, Spider climb
  • 5th Fire arrows, Haste
  • 7th Arcane eye, Fabricate
  • 9th Swift quiver, Skill empowerment
  Bonus Proficiency
  • When you choose this domain at 1st level, you gain proficiency in martial weapons and Firearms.
  Blessed Mechanics
  • Starting at 1st level, your god watches over you in battle, ensuring their instruments do not betray you right when you need them most. You ignore the loading times and the reload property for firearms you are proficient in.
  • When you misfire with a firearm you are proficient in, you may also ignore the result of the misfire (though the weapon still misses). You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
  Channel Divinity: Light of the new dawn
  • At 2nd level, you can use your Channel Divinity as a bonus action to charge your weapon with a spark of divine energy. You can add your Wisdom modifier to your next attack roll. On a hit, the attack deals additional radiant damage equal to 2 + your cleric level. Any creature of your choosing within 5 feet of the target takes radiant damage equal to half the damage dealt with the attack roll (rounded down).
  Channel Divinity: Guide my hand
  • Once you reach 6th level, when making an attack roll, you can use your Channel Divinity to implore your deity to guide your aim. You can make an attack roll at any creature within range as if they were fully visible, even if you cannot see them or if they are in full cover, as long as you are aware they are in the vicinity.
  Divine Strike
  • At 8th level, 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
  Prophet Of Tomorrow
  • Once you reach 17th level, your eyes peer past the mundane present into the myriad possibilities of the future. You have advantage on initiative checks and gain blindsight to a range of 60ft.

 


Created by

KastorUK.

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