Cleric/Holy Pledge
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Cleric: Holy Pledge
Your holy pledge represents your dedication to a specific deity, the options of which can all be found below. If you are using a homebrew deity or the one you worship does not yet have a section, you are more than welcome to reflavor an existing section.
Each pledge grants you 3 features which are known as Sacred Boons. These boons represent the benefits your deity has bestowed upon you for your worship.
Aeloria, the Tranquil Sentinel
You have pledged yourself to the tranquil sentinel, a goddess whose portfolio includes harmony, peace, and tranquility. Her holy symbol is an intricate lotus blossom surrounded by gentle ripples.
Pacifism
To fight for something does not have to include your fists. Provided you have not damaged or performed a harmful effect on a creature since the start of your last turn, you have resistance to all damage.
Peaceful Plead
War blooms where diplomacy fails. You have advantage on Charisma (Persuasion) checks made to dissuade people from taking violent actions and calming them down.
Tranquil Sleep
Conflict always leaves an aftertaste, leaving peace of mind unattainable. Provided you have not damaged or harmed a creature since the end of your last long rest in any way, you recover all of your hit points on a short rest, and all expended hit die on a long rest.
Agsyn, the Lady of Dawn
You have pledged yourself to the lady of dawn, a goddess whose portfolio includes the sun, daylight and life. Her holy symbol is a sun with eight triangular rays of light.
Blazing Dawn
As dawn breaks, the horrors of the dark must flee. All light you create through magic and Cleric features is considered natural sunlight.
Light's Defense
Those standing in the light shall fear neither it, nor the dark. All necrotic and radiant damage you suffer is reduced by an amount equal to your Intelligence modifier, which is applied before resistances.
Illuminated World
Any amount of light is the result of the goddess. You cannot be blinded by any means short of having your eyes removes and when you deal fire or radiant damage, you may choose either damage type.
Areos, the Lord of Time
You have pledged yourself to the lord of time, a god whose portfolio includes time and change. His holy symbol is a sand hourglass.
Ever-Moving
Time is ever-moving, and so are you. You gain a bonus equal to your Intelligence modifier to ability checks and saving throws made to resist effects that would inhibit or reduce your movement in any way (such as being grappled, or the Slow spell).
Sands of Time
Areos' devotees are blessed with additional time to fulfill their duty. You age at half the normal speed, doubling the natural lifespan.
Time Compression
Time flies by when one is busy. Once per long rest you may cast a Cleric spell that can be cast as a ritual immediately as an action.
Ashios, the One who Mends
You have pledged yourself to the one who mends, a god whose portfolio includes medicine and health. His holy symbol is two hands breaking a scythe in two.
Medical Science
Medicine is more than superstition and home remedies. When you make a Wisdom (Medicine) check, you gain a bonus to the check equal to your Intelligence modifier (minimum of 1).
Mithridatism
Those walking among the sick must protect themselves. All poison damage you suffer is reduced by an amount equal to your Intelligence modifier, which is applied before resistances, and you may add your Intelligence modifier to saving throws made against becoming poisoned.
Triage
Life is in a constant race with death. When you heal a creature at 0 hit points, you can use your reaction to allow them to immediately use an action.
Dahlia, the Ethereal Weaver
You have pledged yourself to the ethereal weaver, a goddess whose portfolio includes dreams, illusions, and lies. Her holy symbol is a spider intricately woven into a dreamcatcher.
Dreamweaver
Everything is connected by the magic of dreams. By touching a sleeping creature, you can see exactly what they are dreaming about. If they aren't dreaming of anything, you can immediately cause them to start dreaming. Additionally, you may change the contents of a dream, and communicate with a dreaming creature as if they were awake.
Lie Weaver
A sufficient weave of lies can catch any fly. You cannot have disadvantage on Deception checks, and you may add your Intelligence modifier to Charisma (Deception) checks you make.
Strong Illusions
Monsters made manifest, the mind can easily muddle reality. Creatures have disadvantage on checks made to see through illusions you create.
Emdia, the Wavemother
You have pledged yourself to the wavemother, a goddess whose portfolio includes lakes, oceans, and rivers. Her holy symbol is a crashing wave.
Amphibious
Those who believe are embraced by the waters. You have a swimming speed equal to your walking speed, and you can breathe both air and water.
Churning Tides
The power of the vast ocean strengthens your resilience. All cold damage you suffer is reduced by an amount equal to your Intelligence modifier, which is applied before resistances, and you may add your Intelligence modifier to saving throws made against effects that attempt to knock you back or prone.
Friend of Fish
All beneath the surface answer to her call. You can commune with any creature with an innate swimming speed as if you shared a language.
Esone, the Patron of Family
You have pledged yourself to the patron of family, a goddess whose portfolio includes family and joy. Her holy symbol is three interlocking rings.
Hearth and Home
Everyone requires a place to be safe. Over the course of 10 minutes, you may conduct a ritual to produce the effects of Leomund's Tiny Hut.
Familial Support
Be excellent, and help another. Whenever you cast a spell as an action, you can use the Help action as a bonus action during your turn.
Joyful Rest
One is only truly rested if happy. At the end of a short rest, you can choose a number of creatures equal to your Intelligence modifier. These creatures have their level of exhaustion reduced by 1.
Fadrom, the Final Guide
You have pledged yourself to the final guide, a god whose portfolio includes the moon, night, and death. His holy symbol is three daggers buried in a crescent moon.
Destroy Undead
End their misery, so they may finally rest. If you damage an undead and that reduces its hit points to be equal to or less than your Cleric level, it is instantly destroyed.
Undeath Protection
Each soul has a place to go at the end of its journey. Over the course of 10 minutes, you may conduct a ritual on a willing creature or a corpse within 5 feet of you. At the end of this ritual, that creature can never be raised as an undead.
Walk Among the Dead
They know not to disturb the ferryman. Undead with a challenge rating equal to or lower than your Proficiency Bonus cannot harm you unless you harm them first.
Hestraea, the Architect of Luck
You have pledged yourself to the architect of luck, a goddess whose portfolio includes luck, progress, and wealth. Her holy symbol is a gold coin adorned with the latest revolutionary invention on one side, and a four-leaf clover on the other side.
Dismay before Fortune
As the coin spins, so does the tide of fortune. At the start of your turn, you may cause yourself to have disadvantage on all ability checks, attack rolls and saving throws you make until the start of your next turn (advantage does not cancel out this disadvantage). If you used this feature at the start of your last turn, you gain advantage on all ability checks, attack rolls and saving throws you make until the start of your next turn. You can use this feature a number of times equal to your Proficieny Bonus before you need to finish a long rest.
Fickle Favor
Navigate the world in such a way that fortune finds you at any cost. You bestow the blessing of Hestraea on yourself or a creature within 30 feet of you. As a bonus action, you can automatically force a creature to suffer a number of d6 of your choice, up to your Proficiency Bonus as psychic damage, which is halved for creatures allied to you and yourself, but cannot be reduced in any other way. For each d6 rolled this way, the creature gains advantage on their next attack rolls, saving throws, or skill checks they make in the next minute. You can use this feature once per long rest.
Material Investment
May your coffers grow and your ventures prosper. As an action, you can perform a ritual for 10 minutes, inviting the favor of Hestraea to manifest material abundance. Roll a d4 and gain that amount multiplied by your Proficiency Bonus in  or valuable trade goods as a boon. You acrue the amount rolled as debt. You cannot use this feature again until you paid of your debt by offering gold or trade goods to Hestraea, magically dissolving them into dust.
Iagi, He who follows War
You have pledged yourself to he who follows war, a god whose portfolio includes ambition, destruction, and tyranny. His holy symbol is a burning castle.
Aggressive
You must crush your foes. As a bonus action, you can move up to your speed. You must end this movement closer to a hostile creature than you started it. If you already possess this feature, you may instead use this once per turn without requiring a bonus action.
Destructive to All
Let nothing stand in the way of your desires. Your attacks deal double damage to objects and structures.
Inflict Inferiority
Show your superiority and strike fear into your foes. When you reduce a creature to half their hit point maximum or below, or deal damage to them for the first time after being wounded, they become Frightened of you until the end of their next turn. A creature can only be affected by this feature once every long rest.
Keromas, the Skyforger
You have pledged yourself to the skyforger, a god whose portfolio includes the sky and weather. His holy symbol is a blue circle depicting a collection of three clouds - one normal, one that rains and one from which a lightning bolt protrudes.
Shelter
Those who pray to the skies find shelter from weather. You have advantage on Constitution saving throws against exhaustion as a result of extreme weather.
Stormcaller
May his bolts strike down his foes. During overcast weather, rain, and storms, you may use a bonus action to call forth a bolt of lightning to strike an enemy. The target must make a Dexterity saving throw against your spell save DC or take a number of d8 equal to your Proficiency Bonus as lightning damage. You can use this feature a number of times equal to your Intelligence modifier before you need to finish a long rest.
Vast Expanse
The skies are endless, as are his senses. All falling damage you suffer is reduced by an amount equal to your Cleric level + your Intelligence modifier, which is applied before resistances.
Lorine, the Divine Muse
You have pledged yourself ot the divine muse, a goddess whose portfolio includes beauty, love, and suffering. Her holy symbol is a radiant heart pierced by a thorned rose stem.
Endure Suffering
Suffering is inevitable for those with a deep heart. You have a bonus to Constitution saving throws made to maintain concentration on your spells equal to your Intelligence modifier.
Flames of Passion
For your passion, burn brighter than any flame. All fire damage you suffer is reduced by an amount equal to your Intelligence modifier, which is applied before resistances. Additionally, while below half your maximum total hit points, you may add your Intelligence modifier to any saving throws you make if you do not already.
Lingering Affection
It takes time for affection to subside from the mind. The duration of spells you cast that inflict the charmed condition are doubled (provided their duration is greater than instantaneous). After a creature you have charmed stops being affected this way, it has disadvantage on attack rolls made against you until the end of their next turn.
Milthos, the Potentate of Civilization
You have pledged yourself to the potentate of civilization, a god whose portfolio includes civilization, craftsmanship, and invention. His holy symbol is a heater shield depicting an anvil, a beaker, a scale, and a gun.
Crafter
Craftsmanship is the reason civilization exists. You have proficiency with one artisan's tools of your choice. If you are already proficient with it, you instead gain expertise.
Dust and Powder
The latest revolutionary invention finds his place upon his shield. You have proficiency with weapons that have the Firearm property. You may use your Intelligence modifier for attack and damage rolls made with weapons with the Firearm property.
Identification
If it exists, Milthos can grant you the knowledge to use it. You can cast the Identify spell at will without expending a spell slot or material components.
Nyuna, the Source of Erudition
You have pledged yourself to the source of erudition, a goddess whose portfolio includes knowledge and wisdom. Her holy symbol is an open book flipping through its pages.
Acquired Knowledge
Skill is the result of practice. You gain proficiency in any one skill of your choice and may use your Intelligence modifier in place of its regular modifier.
Exchange of Words
To understand the world, one must first learn about it. You learn to read, speak, and write one language of your choice.
Knowledge and wisdom are only worthwhile if they are shared. When a creature you can see makes a skill check with a skill you are proficient with, the creature may add your Intelligence modifier to their roll.
Ozotz, the Bringer of War
You have pledged yourself to the bringer of war, a god whose portfolio includes conflict, murder, and war. His holy symbol consist of any two weapons locked into combat, such as axes, spears and swords.
Call to Arms
To be a part of war means to always be prepared. You cannot be surprised, even if you are unconscious as a result of going to sleep.
Implements of War
To understand war means to know it's implements. You are proficient with martial weapons.
Tactical Discipline
To be a warrior requires discipline. You may add your Intelligence modifier to any ability check you make during combat.
Pantuna, the Wildwood Guardian
You have pledged yourself to the forest strider, a goddess whose portfolio includes animals, forests, and hunting. Her holy symbol is a deer antler bow with three arrows.
Beastcaller's Bond
Forge silent understanding with beasts. You learn the Find Familiar and Speak with Animals spells without them counting against your prepared spells and can cast them at will without expending a spell slot. A familiar summoned this way must be an owl.
Call of the Hunt
Mark your quarry, heed the call and sharpen your focus. As a bonus action on your turn, you may designate a single creature as your prey. You may add your Intelligence modifier to Wisdom (Survival) checks to track your prey and your attacks deal additional damage equal to your Proficiency Bonus against your prey.
Wild Stride
Hesitate not to tread unmarked paths. You can move through non-magical difficult terrain without impediment and without leaving tracks.
Piella, the Verdant Matron
You have pledged yourself to the verdant matron, a goddess whose portfolio includes fertility, growth, and nature. Her holy symbol is a blooming tree intertwined with vines and flowers.
Fertile Grounds
The growth of your surroundings will help you grow in turn. As an action, you may target a point you can see and enrich the area within a 100 foot radius of that point. For the next 7 days, all crops within this radius grow twice as fast, and produce twice as much food when harvested. Once you use this feature, you cannot do so again until you complete a long rest. You may expend a usage of channel divinity to use this feature.
Nourish Life
Embrace the nurturing touch of nature. As a bonus action, you may expend a hit dice to restore hit points equal to Proficiency Bonus + your Intelligence modifier to yourself and a creature within 5 feet of you.
Tireless Worker
Imbued with the spirit of the fertile earth, the relentless toil becomes a testament of boundless vitality. You may add your Intelligence modifier to saving throws made against nonmagical exhaustion. Additionally, when you lower your level of exhaustion as a result of a long rest, you may reduce your level of exhaustion by two instead of one.
Rylis, the Ravenous Terror
You have pledged yourself to the ravenous terror, a god whose portfolio includes hunger, monsters, and terror. Their holy symbol is a set of teeth biting down on a shadowy animal or humanoid.
Instill Dread
The gaze of the predator unsettles any prey. As an action, you can assume an unsettling form in the mind of a creature. The creature must make a Wisdom saving throw against your spell save DC or become frightened of you for one minute. Creatures who are below half hit points make this saving throw with disadvantage and do not benefit from immunity to becoming frightened. A creature can repeat the saving throw at the end of their turns. You can use this feature a number of times equal to your Proficiency Bonus before you need to finish a long rest.
Monstrous Presence
The thin veneer of civility hides the monsters within ourselves. You may add your Intelligence modifier to Charisma (Intimidation) checks you make.
Ravenous Hunger
The insatiable void within hungers. As an action, you may siphon vitality from a creature within 30 feet of you. The target must succeed on a Constitution saving throw against your spell save DC or take a number of d8 equal to your Proficiency Bonus as necrotic damage. You regain hit points equal to half the damage dealt. Once you use this feature, you cannot do so again until you complete a long rest.
Seris, the Arcane Oracle
You have pledged yourself to the arcane oracle, a goddess whose portfolio includes magic, mysteries, and secrets. Her holy symbol is a swirling arcane glyph enclosed within a lock.
Arcane Insight
The truth of the world is shrouded beyond the five senses. As an action, you can open your senses to magic. Until the end of your next turn, you gain the benefits of the Detect Magic spell. You can use this feature a number of times equal to your Proficiency Bonus. When you finish a long rest, you regain all expended uses.
Durable Magic
Let your incantations dance beyond the grasp of unraveling. Attempts to counter or dispel one of your spells (as per spells such as Counterspell or Dispel Magic) always require the creature to make a skill check using their spellcasting ability, regardless of the level of your spell. The skill check is also always made at disadvantage.
Keeper of Secrets
Within the cloak of enigma, truths and lies converge. Magic and other effects that would determine whether or not you are telling the truth always determine you are telling the truth. Additionally, over the course of 10 minutes, you may conduct a ritual on a willing creature (including yourself) within 5 feet of you. At the end of this ritual, that creature can't be targeted by any divination magic or perceived through magical scrying sensors for an hour.
Thynar, the Exile Underground
You have pledged yourself to the exile underground, a god whose portfolio includes exile, mineral deposits, and the underworld. His holy symbol is a pickaxe and shovel crossed within an obsidian wrapped in chains.
Bonds of Exile
The underworld is home to misunderstood friends. You may add your Intelligence modifier to checks made to negotiate or broker deals with individuals who have experienced exile, outcasts, or underground-dwelling beings. Additionally, you can communicate simple ideas with creatures of the underworld, even if you don't share a language.
Mineral Bounty
The bounty of the depths are within your grasp. You have advantage on checks made to find, identify, and evaluate valuable minerals, ores, and gemstones within the earth. Additionally, when you mine you collect twice the usual amount of valuable materials.
Veil of the Underworld
The darkness of the depths is your ally. You gain 60 feet of darkvision if you don't already possess it. Once per long rest, you may use your action to summon magical darkness centered on yourself, creating a 10-foot-radius sphere of darkness for one minute. Creatures with darkvision other than yourself cannot see through this darkness, and nonmagical light fails to illuminate it. While within this darkness, you have advantage on saving throws against effects that would forcibly relocate or banish you.
Uesis, the Brewmaster of Revelry
You have pledged yourself to the brewmaster of revelry, a god whose portfolio includes beer, festivals, and success. His holy symbol is a tankard overflowing with foamy beer.
Bountiful Brew
The froth of victory awaits in every sip. You gain proficiency in brewer's supplies if you don't already have it. Additionally, you may bless any one drink as a bonus action. If a creature consumes the drink until the start of your next turn, they gain temporary hit points equal to your Proficiency Bonus + your Intelligence modifier.
Great Success
Raise your tankards high, for success favors those who cheer loudest. As an action, you can cheer for success, granting a creature you can see (other than yourself) the chance of a great success. For a minute the chosen creature has their critical success range for attack rolls and skill checks lowered by an amount equal to your Proficiency Bonus. Once a creature critically succeeds due to this feature (not counting natural success due to their critical success range), the effect ends. You can use this feature once before you need to finish a long rest.
Triumphant Revelry
In the wake of triumph, the revelry resounds. After succeeding a significant challenge - such as felling a dangerous foe, succeeding on a particularly difficult skill check, or overcoming a notable obstacle (all determined by the DM) - you and your allies can celebrate the victory. As a reaction immediately after such an event you and friendly creatures within 30 feet of you may use your reaction to gain Inspiration if they don't have it already.
Veana, the Mistress of Fate
You have pledged yourself to the mistress of fate, a goddess whose portfolio includes fate, predestination, and prophecies. Her holy symbol is a web of tangled strings.
Prophetic Insight
The flap of a butterfly's wings can cause a hurricane on the other side of Onos. When you finish a long rest, roll a number of d20 equal to half your Proficiency Bonus (rounded up) and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Untangle
Unfurl the tangled skein of fate, and guide them. You can fortify the threads of fate and untangle knots that form in someone's tapestry. As an action, you can touch a creature and end one negative condition affecting it that could be removed by the spell Lesser Restoration. Alternatively, you may end one negative condition affecting it that could be removed by the spell Greater Restoration. If you do so, you gain a level of exhaustion. You can use this feature once per short or long rest.
Trace the Thread
Reach out to grasp fleeting moments from the past, to shape the future. Choose a creature or object you can see, an object you are touching, or the place where you are. You can perform a ritual for 10 minutes to view its past. Your vision of the past is rapid and jumbled, but you come away with a general sense of your focus' last week. You can make an Intelligence (Investigation) check to recall more specific information, such as a pertinent detail or piece of conversation; the DM determines what is considered pertinent.
Veros, the Stellar Pathfinder
You have pledged yourself to the stellar pathfinder, a god whose portfolio includes astronomy, cartography, and exploration. His holy symbol is a compass with starry constellations.
Astral Cartography
Chart everything, pave the way for those following your steps. You gain proficiency in cartographer's tools if you don't already have it. Additionally, whenever you create a map or chart a new location, the map is imbued with a magical marker that updates its details automatically whenever you gain new information about the area. While you are within the region of one of your maps you created, you can not get lost or be misled, unless you choose to do so.
Celestial Beacon
Freedom means following your heart's desires. As an action, you can create a magical compass made out of constellations that shows you the desired path forward. The compass lasts for one hour, and while it exists, you have advantage on Wisdom (Survival) checks made to navigate through the terrain. Additionally, by speaking a short prayer, you can have the compass point you toward something you seek. Using the compass this way shows you the fastest or safest path (your choice) to your goal. The compass does not reveal secret passages. You can use this feature once per short rest.
Stellar Guidance
The stars reveal their wisdom to those who look for it. While under open skies you can cast the [Augury](https://epik-von-onos.fandom.com/de/wiki/Augury) spell without expending a spell slot or having the spell prepared. Doing so, you may ask for an omen regarding a specific course of action that you plan within the next 24 hours instead of the normal 30 minutes. You still get the usual possible omens, but you may read the stars for a word associated with the outcome.
Wonnot, the Herald of Discord
You have pledged yourself to the herald of discord, a god whose portfolio includes chaos, discord, and insanity. His holy symbol is a shattered skull.
Affliction
The mind is fragile like a robin's egg. As an action, you unleash a cacophony of whispers that affects the mind of a creature you can see. The target must make a Wisdom saving throw against your spell save DC. On a failed save the creature is affected with one of the following conditions of your choice for one minute: blinded, charmed, deafened, frightened, or incapacitated. While affected this way, the creature takes an additional 1d6 psychic damage at the start of its turns, and can repeat the saving throw at the end of its turns to end the effect early.
You can use this feature a number of times equal to your Proficiency Bonus before you need to finish a long rest, but you can only target the same creature once per day.
Saboteur
The walls close in, the shadows whisper of conspiracy. You may add your Intelligence modifier to any Dexterity (Stealth) and Dexterity (Sleight of Hand) checks you make.
Sow Discord
Great is the weapon that cuts on its own. Once per long rest, as an action, you can send out an invisible pulse of discord within a 30-foot-cone ahead of you, all creatures in the area must make a Wisdom saving throw or be charmed until the end of their next turn. Charmed creatures will spend their turn moving to and attacking the nearest creature, be it ally or enemy. Unless you are detected nearby, any creatures and bystanders will consider this event to be a natural bout of insanity.
Zanir, the Great Judge
You have pledged yourself to the great judge, a god whose portfolio includes justice and the law. His holy symbol is a sword behind a shield, with the handguard acting as arms for a scale.
Discover Justice
Any verdict requires the truth first and foremost. You may add your Intelligence modifier to all Insight checks you make.
Sense Ethics
For good to exist, evil must contrast it. As an action, you may target a creature within 30 feet of you and immediately learn what their alignment is.
Vigilant Guardian
Let no harm be done under your vigilant eye. When you or a creature within your reach suffers damage, you may use your reaction to reduce the damage by an amount equal to your Cleric level + your Intelligence modifier.
Zokovrah, the First Dragon
You have pledged yourself to the eldest of dragons, a god whose portfolio is nobility and good dragons. His holy symbol is a dragon's head in profile.
Platinum Absorption
When you suffer radiant damage, you may reduce the damage to 0 and instead regain hit points equal to the radiant damage you would've taken. Once you use this feature, you cannot do so again until you complete a long rest.
Platinum Breath
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. Each creature in a 15 ft. cone must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes a number of d6 equal to your Proficiency Bonus as radiant damage. On a successful save, it takes half as much damage. Once you use this feature, you cannot do so again until you complete a long rest.
Wyrmtongue
You learn the Draconic language. Additionally, good aligned dragons recognize your devotion to the platinum dragon and are friendly towards you until given a reason to not be friendly.