Beastial Domain

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Description

A mysterious entity has done something terrible to certain church clerics, this creature seems to have divine power of it’s own and provides enough divine power necessary for them to retain their cleric abilities while also severing their ties to their god. They now answer to that entity, whether they like it or not. Their new source of power seeks to cause turmoil and panic. These clerics are corrupted and as such can never be accepted by another god again unless they were to be killed of course. During the adventure the Redeemers were on it was discovered that The Necrolestial Body the entity that was using its power to clerics into beasts. Unfortunately, dark forces have learned from this and began severing clerics from their gods and providing their power to make more beasts.

Beastial Domain Spells

Cleric Level Spell
1 Hunter’s Mark
3 Moonbeam, See Invisibility
5 Wind Wall
7 Dominate Beast, Locate Creature
9 Wrath of Nature, Mass Cure Wounds

Subclass Features

Strange Senses

Starting at 1st level, you begin to feel more animalistic. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell. Additionally, the divine entity that provides your power has your mind essentially charmed already, so as such you are immune to charm effects and creatures cannot read your mind.

Channel Divinity: Life From The Moon

Starting at 2nd level, you can use your Channel Divinity to heal the injured. As an action, you present your holy symbol or howl and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This effect is seven times your cleric level during a full moon.


Vicar Transformation

Upon reaching 3rd level, the mysterious entity gets a tighter grip on you and controls you, and forces you to transform directly after becoming 3rd level. Your body writhes in complete agony as you transform into a monster befitting the mysterious entity's domain. As an action, you can transform into your vicar form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. You can still cast spells in this form as well. You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:

Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning and lightning damage from nonmagical weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. Your unarmed strikes are considered a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.

Cursed Weakness. Your have vulnerability to damage from serrated weapons as well as any fire damage.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Manifest Claws

At 8th level, you gain the ability to change your hands into claws. When you do so you gain the Predatory Strikes ability outside of your Vicar form. Additionally, your Vicar form gains the Moonlight Claws ability.

Moonlight Claws. You gain the ability to infuse your claws with divine energy the entity controlling you lends to you, although alternately you can gain it from direct contact with moonlight. Once on each of your turns when you hit a creature with a claw 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.

Moonlight Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die when moonlight is directly on you. For example, instead of restoring 2d6 hit points to a creature, you restore 12. Additionally, if you end your turn standing in moonlight you regain hit points equal to 1 + your Wisdom modifier (minimum of 1) if you have no more than half of your hit points left.