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The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by
final game design and editing. They aren’t officially part of the game.
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This one came up kinda randomly with the contest, but it was too cool not to try out. My first thought was to make the perfect utility “travel agent” for the group. In addition to its normal clerical duties, space clerics are the best at getting the party in and out of tough situations. Plus, they assist with traveling long distances. For combat situations, they’re also good at moving the party around whether reflexively or intentionally.
- All of the space clerics domain spells will be mostly conjuration magic that involves moving, stuff like misty step, dimension door, teleport, etc.
- The space cleric will have powers that allow it and its companions to travel great distances when outside of combat.
- In combat, the space cleric can arrange the “pieces on the board” a bit better, giving misty step-like powers to its companions and the like.
There are two main builds for cleric subclasses: combat and caster. Combat builds get early proficiencies and later pick up Divine Strike at 8th level. Caster clerics instead get Potent Spellcasting. I don’t see the space cleric being a close-up fighter, therefore, I’m going to make it a caster cleric.
Most of its powers involve moving around other things and people using teleportation. At 17th level, its spellcasting ability becomes extremely potent, as it’s able to use its domain spells for incredible things.
At 1st level, a cleric gains the Divine Domain feature. The following Space Domain option is available to a cleric, in addition to those normally offered.
The multiverse is an endless infinity of worlds, planes, dimensions, and everything in between. As such, the gods have learned that magical means of travel are much more effective and efficient than traditional, physical means. Therefore, having control over space is a necessity for nearly all divine beings.
Space domain clerics are awarded the instantaneous travel and communication powers of their deities. Capable of traversing great distances, space domain clerics are master tacticians as well as an invaluable asset to those they adventure with.
You gain domain spells at the cleric levels listed in the Space Domain Spells table. See the Divine Domain class feature for how domain spells work.
Space Domain Spells
|1st||expeditious retreat, jump|
|3rd||levitate, misty step|
|7th||banishment, dimension door|
|9th||contact other plane, teleportation circle|
When you choose this domain at 1st level, you gain the message cantrip if you don’t already know it and you may cast it as a bonus action on each of your turns.
At 1st level, when you select this Domain, you can use your action to target an inanimate object not being worn or held by another creature that you can see within 120 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object. The object disappears from its present location and reappears into your hand or on the ground in an unoccupied space that you can see within 10 feet of you.
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: Accelerate
At 2nd level, you can call upon your god’s power to increase the movement speed others around you. As an action, you can use your Channel Divinity to choose a number of creatures within 60 feet of you that you can see equal to your Wisdom modifier (minimum of one). Each creature can use its bonus action to take the Dash action until the end of its next turn.
Channel Divinity: Zone Shift
Starting at 6th level, when a creature that you can see within 60 feet of you ends its turn, you can use your reaction to teleport the creature 30 feet from its starting position to an unoccupied space you can see, using your Channel Divinity. An unwilling creature that succeeds on a Charisma saving throw versus your spell save DC is unaffected.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 17th level, your mastery of dimensional travel becomes exceptional. You gain the following benefits:
- When you cast the haste spell on yourself, you gain a +4 bonus to your AC instead of the +2 normally offered by the spell. In addition, when the spell ends, you can move and take actions as normal.
- Immediately after you teleport using the misty step spell, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the misty step spell.
- When you cast the dimension door spell, the spell’s range increases to 1000 feet and you can bring with you a number of willing creatures your size or smaller equal to your Wisdom modifier (minimum of two).
- Your casting time for teleportation circle is 1 round instead of 1 minute. In addition, you can create a permanent teleportation circle by casting the spell in the same location every day for one month instead of one year.
- Whenever you take damage while you are concentrating on the banishment or levitation spells, you make your Consitution saving throw to maintain your concentration with advantage.
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Next: Druid Circle of Blight
Art by Wizards of the Coast.