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City domain

The City domain is concerned with the
citizenry, commerce, traffic, and even
architecture of modern civilization. In the
eyes of a cleric of the city, the center of
modern life is a sense and spirit of
community, and the gravest enemies of the
city are those who seek to harm the common
weal of its citizens.
New spells introduced for the City domain are
marked with an asterisk and detailed in the
“New Spells” chapter. For all other spells, see
the Player’s Handbook.
City Domain Spells
Cleric Level Spells
1st comprehend languages, remote access*
3rd find vehicle*, heat metal
5th lightning bolt, protection from ballistics*
7th locate creature, synchronicity*
9th commune with the city*, shutdown*
Bonus Cantrip
When you choose this domain at 1st level,
you gain the on/off cantrip (see “New Spells”)
in addition to your chosen cantrips.
Bonus Proficiencies
Also starting at 1st level, you gain proficiency
with sidearms and proficiency with vehicles
(land).
Heart of the City
From 1st level, you are able to tap into the
spirit of community found in the city. While
Developed by Tiago Cristiano [kristianotiago@gmail.com] 8
you are within any city, you can gain
advantage on a single Charisma (Deception,
Intimidation, or Persuasion) check, and you
are considered proficient in the appropriate
skill. You can use this feature a number of
times equal to your Wisdom modifier (a
minimum of once). You regain any expended
uses when you finish a long rest.
Channel Divinity: Spirits of the City
Starting at 2nd level, you can use your
Channel Divinity to call on the city for aid.
As an action, you present your holy symbol,
and any city utility within 30 feet of you
either works perfectly or shuts down entirely
for 1 minute (your choice).
Additionally, each hostile creature within 30
feet of you must make a Charisma saving
throw. On a failed save, the creature is
knocked prone or restrained (your choice) by
hazards such as entangling wires, highpressure
water erupting from fire hydrants,
pavement collapsing to unseen potholes, and
so on. A restrained creature can escape by
making a successful Strength (Athletics) or
Dexterity (Acrobatics) check against your
spell save DC.
This effect is entirely local and affects only
utilities within 30 feet of you. Determination
of what utilities are available within range and
how the physical effects of those utilities
manifest are left to the GM.
Block Watch
Starting at 6th level, your awareness while in
the city extends preternaturally. While in an
urban environment, you are considered
proficient in the Insight and Perception skills,
and you add double your proficiency bonus to
Wisdom (Insight) and Wisdom (Perception)
checks, instead of your normal proficiency
bonus.
Divine Strike
At 8th level, you gain the ability to infuse
your weapon strikes with psychic energy
borrowed from the citizens of your city. 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 psychic damage to
the target. When you reach 14th level, the
extra psychic damage increases to 2d8.
Express Transit
At 17th level, you can use mass transit routes
to transport instantaneously to other points in
the city. Starting from a bus stop, train
station, subway stop, or other suitable mass
transit site within the city, you can teleport to
any other similar transit stop within the city,
as if you had cast a teleport spell whose
destination is a permanent teleportation circle
you know. Once you use this feature, you
must finish a short or long rest before using it
again.