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9th-level cleric: conjure elementals, contact other plane; BONUS PROFICIENCY. When you choose this domain at 1st level, you gain proficiency with the Arcana skill. Also starting at 1st level, you are attuned to the presence of entities from other planes. You can cast detect evil and good without expending a spell slot. Feminism Domain. Clerics of the Feminism domain, while holding life and order in the same reverence as most of their peers, believe that equality between the sexes is the most effective method of ensuring both. To the Feminist cleric, systems of oppression are breeding grounds of suffering, and sexism a plague of the mind.
Ooze Domain[edit]
Gods who reside in the Paraelemental Plane of Ooze, or have their origins there, govern slimy creatures, swampy and muddy lands, semi-solids, and all that is amorphous. As many slimes and jellies are corrosive, clerics of this domain also have some power over acids.
In the Forgotten Realms setting, Ghaunadaur is the chaotic evil god of abominations, whose symbol is a glowering eye in a purple disc. Before the War of the Spider Queen he resided in the Cauldron of Slime in the Plane of Ooze. During this time, his Domains included Ooze.
- Ooze Domain Spells
Cleric Level | Spells |
---|---|
1st | grease, ensnaring strike |
3rd | acid arrow, web |
5th | meld into stone, sleet storm |
7th | Vitriolic sphere1, polymorph |
9th | contagion (slimy doom only) Transmute rock1 |
1 Elemental Evil Player's Companion
- Alternate Domain Spells
The above table includes only spells published officially. You can substitute any of them for the homebrew spells in the following table.
Cleric Level | Spells |
---|---|
1st | find familiar (slimeball only) |
3rd | quicksand |
5th | slimebolt |
7th | rusting grasp |
9th | conjure elemental (ooze paramental only), flesh to jelly |
- Bonus Cantrip
When you choose this domain at 1st level, you gain the acid splash cantrip, which counts as a cleric cantrip for you.
- Mirewalk
Also at 1st level, moving through nonmagical difficult terrain costs you no extra movement if it is caused by mud, marsh, or other semi-solid ground. You have advantage on Strength checks made to escape deep mud, quicksand or from being engulfed by an ooze.
Channel Divinity: Turn Ooze
Starting at 2nd level, you can use your Channel Divinity to turn an ooze as though you were using Turn Undead. From 8th level onwards, you can destroy an ooze that fails its saving throw against your Turn Ooze feature, with the same challenge rating thresholds as your Destroy Undead feature.
- Create Green Slime
At 6th level, you can use your action to create green slime (DMG p. 105). It covers a 5-foot square patch on an unoccupied floor, wall or ceiling you can see within 30 feet of you. You can create a number of patches equal to your Constitution modifier (minimum 1). You regain your uses of this feature when you finish a long rest.
- 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.
Channel Divinity: Ooze Form
Starting at 17th level, you can use your Channel Divinity to become an ooze.
As an action, you become semi-solid and amorphous. While so transformed, you have the following benefits:
- You have blindsight to 60 feet, although you are blind beyond this range.
- You can move through a space as as narrow as 1 inch wide without squeezing.
- You have immunity to acid damage.
- You have immunity to the following conditions: blinded, deafened, exhaustion, prone.
- You cannot cast spells or speak or take any action that requires hands. Transforming doesn't break your concentration for spells you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the ooze for is physically able to do so. However, you can't use any of your special senses.
- You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the new form has no effect until you leave the form.
- You can make an attack with a pseudopod. This is a melee weapon attack that deals 2d6 + your Strength modifier bludgeoning damage and 1d6 acid damage.
The ooze form lasts for 1 hour or until you end the effect with a bonus action on your turn. You then revert to your normal form.
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Feminism Domain
Clerics of the Feminism domain, while holding life and order in the same reverence as most of their peers, believe that equality between the sexes is the most effective method of ensuring both. To the Feminist cleric, systems of oppression are breeding grounds of suffering, and sexism a plague of the mind.
Many Feminist clerics follow the hermaphrodite god Heshe, but one can find Feminist clerics of any Lawful or Good faith. They usually come from the ranks of scholars, socialites, or nobles.
Cleric Level | Spells |
---|---|
1st | detect evil and good, detect poison and disease |
3rd | calm emotions, zone of truth |
5th | tongues, remove curse |
7th | aura of purity, freedom of movement |
9th | dominate person, geas |
Bonus Proficiencies
At 1st level, you gain proficiency in Insight and Persuasion.
Gendersense
Starting at 1st level, you become attuned to the types of people around you. You are constantly aware of the location of any creature with a sex or gender within 30ft. This ability does not apply to creatures who are magically obscured or unaffected by Divination magic, such as by invisibility or nondetection. For each creature that meets these criteria, you instinctively know their sex (if any) and gender (if any).
Channel Divinity: Invoke Equality
Starting at 2nd level, you can use your Channel Divinity to Impose Equality.
As an action, you call upon your god to balance the scales of life, and select 2 creatures with different amounts of hit points within 30ft, naming one The Oppressor and the other The Oppressed. The Oppressor must make a Charisma saving throw. On a failure, The Oppressor loses n hit points and The Oppressed regains n hit points, where n is half the difference in hit points between the two, rounded down. The maximum value of n is 2 times your Cleric level.
If the two creatures are male and female, add your Charisma modifier to the save DC.
Reversal of Fate
Starting at 6th level, when a creature within 30ft causes one of your allies to become Blinded, Deafened, Fatigued, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and/or Exhausted, you may use your reaction to curse them. The target makes a Charisma saving throw. If they fail, the conditions that they were imposing upon your ally are transferred to them. Once you use this ability, you cannot use it again until you finish a long rest.
If your ally and the target are male and female (or vice versa), add your Charisma modifier to the save DC.
Healthy Discussion
Starting at 8th level, you gain expertise in Persuasion and Insight, adding double your proficiency bonus to skill checks.
As an action, target a number of creatures up to your Charisma modifier that have been talking with you for at least 5 minutes. Each creature makes a Charisma saving throw, becoming deeply involved in the discussion on a fail. Creatures that are immune to being charmed automatically succeed on their saving throw. Affected creatures feel a compulsion to voice their thoughts, feelings, and experiences when prompted (even if it would be detrimental to them) and are unable to lie. This effect ends on a creature after 1 hour or if they enter combat. Once you use this ability, you cannot use it again until you finish a long rest.
If you choose yourself as one of the targets of Healthy Discussion and choose to fail your roll, add your Charisma modifier to the save DC.
Gender Aspects
You have attained an understanding of sex, gender, and gender expression rivaled by few mortals.
Starting at 17th level, at the end of a long rest, you may assume one of the following Aspects and gain its effects. You may only assume one Aspect at a time.
Aspect of Femininity: You gain proficiency in Deception and Performance. If you are already proficient in Deception and/or Performance, you instead gain expertise in that skill, adding double your proficiency bonus to skill checks.
Aspect of Masculinity: Add your Charisma modifier to damage rolls for spells, ranged attacks, and melee attacks.
Aspect of Androgyny: You gain the full effects of freedom of movement. This counts as an innate ability and is unaffected by dispel magic.
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