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<blockquote data-quote="the Jester" data-source="post: 6346789" data-attributes="member: 1210"><p>I forgot to mention above- in the Perversion domain, the spell Morality Undone is originally from the 3e Book of Vile Darkness. And right below here, the Call Upon Faith spell is originally from the 2e Tome of Magic.</p><p></p><p><strong><span style="font-size: 15px">Adventure Domain </span></strong></p><p> The domain of Adventure concerns those who would seek out the lost secrets or treasures of ancient cultures, including everything from grave robbers to dragonslayers. The gods of both heroes and villains who delve into dungeons or explore forgotten wilderness areas sometimes offer access to the Adventure domain, but Lester is truly its master.</p><p></p><p>ADVENTURE DOMAIN SPELLS</p><p></p><p>Cleric Level --- Spells </p><p>1st --- cure wounds, detect magic </p><p>3rd --- augury, call upon faith </p><p>5th --- dispel magic, fly</p><p>7th --- divination, freedom of movement</p><p>9th --- greater restoration, passwall </p><p></p><p>BONUS PROFICIENCY</p><p>When you choose this domain at 1st level, you gain proficiency with heavy armor. </p><p></p><p>TRAP DODGER</p><p>Also starting at 1st level, you may use your reaction to gain resistance against the damage inflicted by a trap or hazard.</p><p> </p><p>CHANNEL DIVINITY: FIND ADVENTURE</p><p>Starting at 2nd level, you can use your Channel Divinity to aid your adventures by helping you to discover hidden passages and traps. </p><p> </p><p>As an action, you concentrate on your holy symbol and beseech your deity to lead you to adventure. The DM makes a secret Investigation roll for you, on which you have advantage, and applies it against the DC to discover each hidden creature, concealed object, secret door, trap or similar unseen thing within 30' of you. You must have line of effect to successfully detect something, but need not be able to see it.</p><p></p><p>ADVENTURER'S MOVEMENT </p><p>Starting at 6th level, you gain advantage on Strength (Athletics) checks to climb or swim.</p><p></p><p>RUBBLE HOPPER</p><p>Starting at 8th level, you ignore the effects of difficult terrain composed of rubble or debris. </p><p></p><p>ADVENTURER'S SENSES</p><p>Starting at 17th level, your senses become highly attuned, granting you blindsight within 20'.</p><p></p><p></p><p><strong>Call Upon Faith </strong> </p><p>2nd-level transmutation </p><p>Casting Time: 1 bonus action</p><p>Range: Self </p><p>Components: V, S</p><p>Duration: 1 round</p><p></p><p>You call upon your faith to grant you success. As long as the spell lasts, you have advantage on all ability checks, though not attacks or saves.</p><p> At Higher Levels: When you cast this spell using a slot of 2nd level or higher, you can target one additional creature or increase the duration by one round for each level of the slot above 2nd. If you choose to affect additional targets, each one must be within 30' of you.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6346789, member: 1210"] I forgot to mention above- in the Perversion domain, the spell Morality Undone is originally from the 3e Book of Vile Darkness. And right below here, the Call Upon Faith spell is originally from the 2e Tome of Magic. [B][SIZE=4]Adventure Domain [/SIZE][/B] The domain of Adventure concerns those who would seek out the lost secrets or treasures of ancient cultures, including everything from grave robbers to dragonslayers. The gods of both heroes and villains who delve into dungeons or explore forgotten wilderness areas sometimes offer access to the Adventure domain, but Lester is truly its master. ADVENTURE DOMAIN SPELLS Cleric Level --- Spells 1st --- cure wounds, detect magic 3rd --- augury, call upon faith 5th --- dispel magic, fly 7th --- divination, freedom of movement 9th --- greater restoration, passwall BONUS PROFICIENCY When you choose this domain at 1st level, you gain proficiency with heavy armor. TRAP DODGER Also starting at 1st level, you may use your reaction to gain resistance against the damage inflicted by a trap or hazard. CHANNEL DIVINITY: FIND ADVENTURE Starting at 2nd level, you can use your Channel Divinity to aid your adventures by helping you to discover hidden passages and traps. As an action, you concentrate on your holy symbol and beseech your deity to lead you to adventure. The DM makes a secret Investigation roll for you, on which you have advantage, and applies it against the DC to discover each hidden creature, concealed object, secret door, trap or similar unseen thing within 30' of you. You must have line of effect to successfully detect something, but need not be able to see it. ADVENTURER'S MOVEMENT Starting at 6th level, you gain advantage on Strength (Athletics) checks to climb or swim. RUBBLE HOPPER Starting at 8th level, you ignore the effects of difficult terrain composed of rubble or debris. ADVENTURER'S SENSES Starting at 17th level, your senses become highly attuned, granting you blindsight within 20'. [B]Call Upon Faith [/B] 2nd-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You call upon your faith to grant you success. As long as the spell lasts, you have advantage on all ability checks, though not attacks or saves. At Higher Levels: When you cast this spell using a slot of 2nd level or higher, you can target one additional creature or increase the duration by one round for each level of the slot above 2nd. If you choose to affect additional targets, each one must be within 30' of you. [/QUOTE]
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