Meridian Adventures: The Dragonwick Campaign

Rhineglade

Adventurer
MYTHOLOGY OF DRAGONWICK

The Lords of Light
Solovar - god of the sun, light, prophecy, protection, healing and music
Meru - goddess of nature, agriculture, elves, woodlands
Eileania - goddess of wisdom, civilization, strategy, the arts
Berathor - god of the mountains, mining, metalcraft, dwarves, blacksmiths
Ainu - god of air, storms, lightning, birds
Galdor - god of combat, strength, courage, chivalry

The Lords of Balance
Kronum - god of time, law, order, fate, judges, lawyers
Nerthys - goddess of the earth, creation, magic, gravity, fertility
Uino - god of the sea, oceans, rivers, lakes, sea life, sea travel, fishermen
Brannoc - god of commerce, merchants, thieves, travel, messengers, chance
Jocasta - goddess of fire, adventure, passion, anger
Seralise - goddess of the hunt, beasts, moon

The Lords of Shadow
Mordagh - goddess of evil, winter, dark magic, ill tidings
Kharon - god of death, the dead, undead, doom, necromancy, fatalism, funerals
Tormac - god of war, violence, murder, assassins, blood, pain
Demoriel - goddess of the night, shadow, dark elves, bats, lycanthropes
Mulghur - god of disease, plague, sickness, enfeeblement, old age, decay
Abraxas - god of knowledge, secrets, espionage, spies
 

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Rhineglade

Adventurer
NEW CLERIC DOMAINS: THE ELEMENTS

​AIR DOMAIN

The Air Domain focuses on the Elemental Aspect of Air and its ethereal, everchanging nature. The very nature of air speaks volumes as most creatures are unable to survive without it. Creatures need to breathe in order to live and thus air is a fundamental component of life. Air may appear like nothing. It has no color, no smell and no taste. Yet air is just as real as water or land. Air is transparent and invisible to mortal kind. Yet you can feel air in the form of wind on your face. Air is constantly changing and moving. It can be gentle one minute and violent the next. It brings pleasant days as well as the storm. Air is all around us and touches all aspects of our lives.

Air Domain Spells

Cleric Level Spells

1st fog cloud, shocking grasp
3rd gust of wind, invisibility
5th fly, wind wall*
7th conjure minor elemental (air only), greater invisibility
9th conjure elemental (air only), cloudkill

* indicates a spell from Princes of the Apocalypse

Bonus Proficiency
When you choose this domain at 1st level, you can proficiency with short bows and long bows.

Conjure the Wind
At 1st level, you can repel attackers with a blast of wind. When a creature in 5 feet of you that you can see hits you with an attack, you can use your reaction to project a blast of wind at the creature. The creature must make a Dexterity save. On a failed save, the creature is pushed back 15 feet and takes 2d8 bludgeoning damage. On a successful save, the creature receives no damage but is still pushed 5 feet. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Tongue of the Winds
Also at 1st level, you can speak, read and write Auran, the language of Elemental Air.

Channel Divinity: Hand of the Wind
Starting at 2nd level, you can use your Channel Divinity to protect yourself against falling or raise yourself into the air. As an action, you present your holy symbol and evoke the power of the wind. If you are falling, you become under the effect of a feather fall spell. You can also use this ability to levitate yourself or another willing creature within 30 feet as the spell of the same name. In place of material components however you present your holy symbol.

Channel Divinity: Shield of Breezes
At 6th level, you can use your Channel Divinity to defend against missile damage. When an enemy that you can see makes a ranged weapon attack against you, use your reaction to impost a -10 penalty on the attack. You make this choice to use this ability after you see the attack roll but before the DM says whether the attack hits or misses.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Child of the Air
At 17th level, you have a flying speed equal to your current walking speed.
 
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Rhineglade

Adventurer
EARTH DOMAIN

The Earth Domain focuses on the aspect of Elemental Earth and its strength and support. The earth has blessed us and given us life. It supports us and gives balance. The earth is the very foundation of existence and forms the surface upon which we all live. It is both Father and Mother. The earth grants us life, supports us as we grow in wisdom and even punishes us when we offend its blessings. Be like the earth. Be like the rock and stone. Be firm in your resolve. Be unyielding to that which may lead you astray.

Earth Domain Spells

Cleric Level Spells
1st absorb elements*, earth tremor*
3rd dust devil*, earthbind*
5th erupting earth*, wall of sand*
7th conjure minor elemental (earth only), stone shape
9th conjure elemental (earth only), wall of stone

* indicates a spell from Princes of the Apocalypse

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Mastery of the Earth
At 1st level, you gain the protection of the earth against your enemies. When an enemy that you can see hits you with an attack, use your reaction to activate a temporary defense similar to the stoneskin spell. You gain resistance to slashing, bludgeoning and piercing damage until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest. You also gain the ability to speak, read and write Terran, the language of Elemental Earth.

Channel Divinity: Stone Spikes
Starting at 2nd level, you can use your Channel Divinity to cause the very stone beneath you to rise up and harm your enemies. When you use your action and present your holy symbol, your can create an area on the ground with a 20-foot radius anywhere you choose within 120 feet. The radius of effect will be covered with sharp stoney spikes that become difficult terrain for 1 minute. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the effect is evoked must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before avoiding it.

Sure Footed
At 6th level, you become so well attuned to the ground upon which you walk that it is difficult to separate you from it or knock you off your feet. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Earth Glide
At 17th level, you can burrow through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you move through. You have a movement speed of half your walking speed.
 

Rhineglade

Adventurer
FIRE DOMAIN

The Fire Domain focuses on the aspect of Elemental Fire and its flexibility and power. Fire is the crucible against which all things are judged. It burns off the impure leaving only the pure product. Fire is a tool that serves and protects. It provides light and heat. It allows for cooking of food and thus provides life. Yet fire can also bring death. It can blister and burn. It destroys all within its path leaving soot and ash. Fire is passion and rage.

Fire Domain Spells

Cleric Level Spells

1st absorb elements*, burning hands
3rd pyrotechnics*, scorching ray
5th fireball, flame arrows
7th conjure minor elemental (fire only), wall of fire
9th conjure elemental (fire only), immolation*

* indicates a spell from Princes of the Apocalypse

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.

One with the Flame
At 1st level, you gain advantage on saves against fire spells and fire damage. You also gain the ability to speak, read and write Ignan, the language of Elemental Fire.

Channel Divinity: Aura of Flames

Starting at 2nd level, you can present your holy symbol and cause a blazing aura of flame to surround you. The aura provides bright light out to 30 feet and dim light an additional 10 feet. Enemies within 5 feet of you suffer 2d8 fire damage. The aura lasts until the beginning of your next turn.

Divine Fire
At 6th level, the fire that your magic can create can overcome an enemies resistance. You can ignore an enemy's fire resistance .

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Command the Elements
At 17th level, you can command fire creatures with your Channel Divinity power similar to the way an evil cleric can command the undead. As an action, you present your holy symbol and speak a prayer of fiery majesty. One fire creature of your choice within 30 feet of you must make a Wisdom saving throw against your cleric spell DC. If the creature fails, you can command it to perform its next action: Attack (another creature of your choice within reach of the target), Dash, Drop an item it's holding, Flee, Grovel or Halt.
 


Rhineglade

Adventurer
WATER



The Water Domain focuses on the aspect of Elemental Water and its innate, chaotic nature. Water. The source of life. It washes away our inequities and cleanses us of our sins. Water can purify. Water is also malleable. If you heat it, it evaporates into steam. If you freeze it, it condenses into ice. Water is ever-changing and ever-renewing. Water is the penultimate element. It erodes the earth, extinguishes the flame and fills the air with its vapor. Water can be used to both refresh and destroy.

Water Domain Spells


Cleric Level Spells
1st absorb elements*, fog cloud
3rd chill metal**, Snilloc's snowball swarm*
5th assume liquid form**, sleet storm
7th conjure minor elemental (water only), ice storm
9th cone of cold, conjure elemental (water only)

* indicates a spell from Princes of the Apocalypse

** variant spell from the Player's Handbook

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with trident.

Born of the Sea
At 1st level, you have a swim speed of 20 and you can breathe underwater. When you make a melee weapon attack underwater, you do not have disadvantage on the roll. You also gain the ability to speak, read and write Aquan, the language of Elemental Water.

Channel Divinity: Water Breathing
Starting at 2nd level, you can touch a creature and bestow water breathing for 2 hours.

Chill of the Ocean Depths
At 6th level, the cold that your magic can create can overcome an enemies resistance. You can ignore an enemy's cold resistance .

Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Channel Divinity: Command the Elements
At 17th level, you can command water creatures with your Channel Divinity power similar to the way an evil cleric can command the undead. As an action, you present your holy symbol and speak a prayer of watery majesty. One water creature of your choice within 30 feet of you must make a Wisdom saving throw against your cleric spell DC. If the creature fails, you can command it to perform its next action: Attack (another creature of your choice within reach of the target), Dash, Drop an item it's holding, Flee, Grovel or Halt.





NOTES ON NEW DOMAIN SPELLS

CHILL METAL

Treat as Heat Metal but the spell causes metal to shine with a cold-blue hue causing cold damage instead of fire damage. Material component is your holy symbol.



ASSUME LIQUID FORM
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (your holy symbol)
Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it's wearing and carrying into a flowing pool of water for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target has limited land speed of 10 feet. Underwater however it is effectively invisible and has a speed of 40 feet. A creature in liquid form has resistance to nonmagical damage, and it has advantage on Strength, Dexterity and Constitution saving throws. The target can enter and occupy the space of another creature. The target can pass through small holes, narrow openings, and even mere cracks. On land, the target flows from one position to another. It can not fly or jump. While in liquid form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, or otherwise interacted with. The target can't attack or cast spells.
 

Rhineglade

Adventurer
PROTECTION DOMAIN

Deities with the Protection Domain are typically overseers and nurturers. The role of the protector is considered a sacred trust. Clerics are therefore charged with watching over the 'flock' and protecting the faithful. Protection is not necessarily alignment based as even evil creatures can recognize the benefit of protection. Where the true difference lies is the role of the strong and weak. Evil faiths tend to naturally see weakness as a liability and therefore not something worth protecting. Good-aligned faiths however see the value of all life. It is the duty of the strong to protect the weak thus giving the weak ample opportunity to grow.

Protection Domain

Cleric Level Domain Spell
1st expeditious retreat, shield
3rd blur, cloud of daggers
5th counterspell, nondetection
7th Mordenkainen's faithful hound, stoneskin
9th Bigby's hand, wall of force

Bonus Proficiency

At 1st level, you gain proficiency in heavy armor.

Protect the Innocent
Also at 1st level, when you or a creature you can see within 30 feet is attacked, you can impost disadvantage to the attack roll. You can use this ability a number of times a day equal to your Wisdom modifier (minimum of 1). You regain any expended uses of this ability after a long rest.

Channel Divinity: Divine Grace
Starting at 2nd level, you can use your Channel Divinity to bolster yourself or an ally in range. As a bonus action, you, or a creature you can see within 30 feet, can make a new save against a current effect in order to end the effect.

Defense against the Dark Arts
At 6th level, you gain the ability to protect yourself or a creature you touch from certain attacks. As an action, you can generate a divine shield around yourself or an ally for 1 minute. During this time, all attacks have disadvantage. The protected creature can likewise not be charmed, frightened or possessed.

Divine Strike
Sometimes the best defense is a good offense. Starting at 8th level, you can imbue your attacks with divine energy. 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.

Meta Abjurer
At 17th level, your abjuration spells become stronger and filled with divine potency. Whenever you cast a spell from the school of abjuration, you may apply either one of the following effects: extend the spells duration by doubling it (only applies to spells with a duration of at least 1 minute or longer) OR increase the spells range by doubling it (only applies to spells with a range of at least 5 feet or more).
 

Rhineglade

Adventurer
SHADOW

The Shadow Domain focuses on the unlight, or the absence of light. As the realm of shadows is within the domain of the Demon-Queen Demoriel, the shadow domain likewise takes on a rather sinister aspect. Shadows are created to combat not only the light but to also hide or mask those who seek to spread mischief or fear while remaining unseen. Shadow is generally equated with undeath, fear, weakness and ugliness. Clerics with the shadow domain are tasked to spread darkness and blot out all light. Not surprisingly, many operate at night or underground where shadows are plentiful.

Shadow Domain Spells

Cleric Level Spells

1st sleep, witch bolt
3rd blur, darkness
5th fear, nondetection
7th confusion, evard's black tentacles
9th dream, mislead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Darkvision
Also at 1st level, you have gain darkvision to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have the darkness trait, your visual range is doubled.

Shield of Shadows
At 1st level, you can impose divine shadow before an attacking enemy. When you are attacked by a creature within 30 feet that you can see, you may use your reaction to impose disadvantage on the attack roll. An attacker that can't see is immune to this power. You may use this ability a number of times a day equal to your Wisdom modifier (minimum of 1). You regain any expended uses of this power after a long rest.

Channel Divinity: Ribbons of Night
Use your channel ability to temporarily disable an enemy with strands of shadow-stuff. Choose a creature you can see within 60 feet while you present your holy symbol. Strips of shadow shoot forth and bind that creature unless the creature makes a Strength save against your cleric spell DC. If the save is failed, the creature is considered grappled until the end of your next turn. A grappled creature's speed becomes 0 and it can't benefit from any bonus to its speed.

Resist the Light
At 6th level, you gain resistance to radiant damage.

Divine Strike
At 8th level, you can infuse your weapons with necrotic energy. 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Aura of Darkness

At 17th level, you can generate an aura of inky blackness around your person. Use an action to activate this shadow sphere centered around you. The shadow sphere has a diameter of 120 feet so it stretches out a distance of 60 feet from you around all sides. The sphere remains for 1 minute or until you dismiss it as a bonus action. Enemies within this sphere are considered blinded and automatically fail any ability check that requires sight. Attack rolls against a blinded target have advantage and the blinded creatures attacks have disadvantage. Furthermore, enemies within the sphere have disadvantage against necrotic damage. While within the sphere, you are considered invisible.
 
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Rhineglade

Adventurer
TRAVEL DOMAIN

The travel domain is less concerned with the final destination and more concerned with the journey. Travel equates to change and change equates to growth. It represents the aspect of humanity that longs for adventure and exploration. Deities of Dragonwick with the Travel Domain bestow gifts upon their clergy that allow for benefits to movement.

Travel Domain

Cleric Level Domain Spell

1st jump, longstrider
3rd misty step, pass without trace
5th fly, haste
7th dimension door, hallucinatory terrain
9th passwall, teleportation circle

Bonus Proficiency
At 1st level, when you choose the Travel Domain, you gain proficiency in the Athletics skill.

Swift of Foot
Also at 1st level, your base walking speed increases by 5 feet (maximum of 35 feet).

Channel Divinity: Wander the Wilds
Starting at 2nd level, you can use your Channel Divinity to bestow enhanced movement. As an action, you can touch any willing creature within reach. For 1 minute, this creature can ignore movement penalties when moving through or within difficult terrain.

Blink of an Eye
At 6th level, you gain the ability to move about the battlefield in the blink of an eye. You activate this ability as an action while grasping your holy symbol. For 1 minute, you can teleport short distances. At the end of each of your turns, roll a d20. On a result of 11 or higher, you may teleport to any unoccupied space within 10 feet of your location. You must be able to see the location. You can end this ability before the end of the duration as a bonus action.

Divine Strike
At 8th level, your spells become more potent. You can add your Wisdom modifier to the damage rolls from your cleric cantrips.

Blessings of the Divine

At 17th level, you are able to resist magical or mundane attempts to hamper or impede your movement. You have advantage on all saves against spells or effects that would halt or slow your movement.
 

Rhineglade

Adventurer
MAGIC AND SPELLCRAFT

New Wizard Arcane Tradition Option


Elementalism


The arcane tradition of Elementalism focuses on one of the four basic elements: air, earth, fire or water. Elementalists begin the tradition of study by selecting one of these four elements in which to specialize. It is commonly believed by those following this tradition that the four elements are the cornerstone of all creation. All matter of the universe is composed of varying combinations of these elements. Therefore, to master one may lead to unlocking the secrets of the universe.

Elemental Savant


Beginning when you select this school at 2nd level, you must choose one of the four elements. You are considered a specialist in this element and its associated energy. You learn to speak, read and write the associated elemental language as well. Fire elementalists learn Ignan. Earth elementalists learn Terran. Water elementalists learn Aquan and Air elementalists learn Auran. Furthermore, the gold and time you must spend to copy a spell of your chosen element into your spellbook is reduced by half.

Elemental Ward

Beginning at 2nd level, the knowledge of your chosen element grants you advantage on saves against specific forms of energy.

Element Associated Energy

Air Lightning
Earth Acid
Fire Fire
Water Cold

Potent Spellcaster

Starting at 6th level, the wizard spells you cast from your chosen element are able to overcome resistance in your enemy. You may ignore either acid (earth), cold (water), fire (fire) or lightning (air) resistance based on your chosen element.

Empowered Spellcaster

Beginning at 10th level, you add your Intelligence modifier to the damage roll of any wizard spell you cast from your chosen element.

Elemental Command

Starting at 14th level, you can use magic to control creatures from the elemental plane associated with your chosen element. As an action, you can choose one elemental you can see within 60 feet of you. The elemental must be one from your chosen element. That creature must make a Charisma saving throw against your wizard spell DC. If it succeeds its save, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your command until you use this feature again. Intelligent elementals, like genies, are harder to control in this way. If the target has an Intelligence of 10 or higher, it has advantage on the saving throw. If it fails the saving throw, it can repeat the saving throw at the end of every hour it is under your control until it succeeds and breaks free.
 

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