Page 10 - Eng Темная магия
P. 10

Divine Domains

             In a pantheon, every deity has influence over different aspects of   Lunar Radiance
             mortal life and civilization, called a deity's domain. All the   Also at 1st level, you can empower your attacks with moonlight.
             domains over which a deity has influence are called the deity's   When you hit a creature with a melee weapon attack, you can
             portfolio. For example, the portfolio of the Greek god Apollo   force them to become basked in moonlight. The next attack roll
             includes the domains of Knowledge, Life, and Light. As a cleric,   made against this target before the end of your next turn has
             you choose one aspect of your deity's portfolio to emphasize, and   advantage, and deals an additional 1d6 radiant damage on a hit.
             you are granted powers related to that domain.         You can use this feature a number of times equal to your
                 Each domain's description gives examples of deities who have   Wisdom modifier (a minimum of once). You regain all expended
             influence over that domain. Gods are included from the worlds of   uses when you finish a long rest.
             the Forgotten Realms, Greyhawk, Dragonlance, and Eberron   Channel Divinity: Midnight Gloom
             campaign settings, as well as from the Celtic, Greek, Norse, and
             Egyptian pantheons of antiquity.                   Starting at 2nd level, you can use your Channel Divinity to
                                                                harness the black gloom of midnight, banishing light and draining
             Night Domain                                       the life of your foes.
                                                                    As an action, you present your holy symbol and all lights
             Gods of the night - such as Selûne, Shar, Tharizdon, Takhisis, and   within 30 feet of you, magical or non-magical, are instantly put
             Hecate - serve as both creators of light and harbingers of   out. Additionally, each hostile creature within 30 feet of you must
             darkness, with moon goods focusing on the former and darkness   make a Constitution saving throw. A creature takes necrotic
             gods on the latter. These gods serve as patrons of all alignments;   damage equal to 2d6 + your cleric level on a failed saving throw,
             their clerics serve as both righteous defenders of the weak, as well   and loses any darkvision they have for 1 minute. On a successful
             as deceptive thieves and assassins. Either way, these clerics excel   save, they take half as much damage and suffer no other effects.
             in both melee combat and spellcasting, always using the cover of   A creature can repeat this saving throw at the start of each of its
             darkness to their advantage in both their battles and their attempts   turns, regaining their darkvision on a success.
             at subterfuge.
                                                                Moonlight Strike
             Night Domain Spells                                Starting at 6th level, when you deal radiant damage to a creature
                                                                you may choose to have it emit dim light in a 10 foot radius until
              Cleric Level        Spells
                    1st                  sleep, aura of shade                                          .  the end of your next turn. The affected creature can’t benefit from
                                                                being invisible, and if the creature is a shapeshifter it immediately
                    3rd              darkness, moonbeam
                    5th                  fear, feign death                                                .  shifts to its original form and can’t assume a different form until
                                                                the light dissipates.
                    7th              greater invisibility, rend shadows
                    9th                 dream, shadow stride                                         .  Divine Strike
                                                                At 8th level, you gain the ability to infuse your weapon strikes
             Bonus Proficiencies                                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
             At 1st level, you gain proficiency with martial weapons and the
             Stealth skill.                                     extra 1d8 radiant damage to the target. When you reach 14th
                                                                level, the extra damage increases to 2d8.
                                                                Nightstalker
                                                                Beginning at 17th level, when you are in an area of dim light or
                                                                darkness, you can use your action to become invisible. You
                                                                remain invisible until you make an attack, cast a spell, or are in an
                                                                area of bright light.
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