Erosion Domain in Cycles of Infinity | World Anvil

Erosion Domain

Sometimes nature is so sickened that even the druids can't help restore her. It needs a mortal on the inside to wreak havoc. For some, they simply want mortalkin to return to a simpler time and become more at peace with nature, not so keen on it's destruction. Clerics of The Erosion Domain often wish to see a more natural life, though not necessarily to the extent that some Druid's do. They disdain urban sprawl and the industrial cogs that wreak the beauty of nature. They use their divine powers to hasten the destruction of machine, and bring mortals back to the mud they came from.  

Domain Spells

   

Rusted Resilience

Starting when you choose this domain at 1st level, when you wear armor that is damaged beyond normal use, you retain all of it's benefits as long as it can still be worn. The same ability applies to weapons as well. Rusted or otherwise eroded objects do not natural decay further while you use them. This benefit does not extend to objects made mostly of organic material (such as a wooden staff).  

Rubble Walker

Also starting at 1st level, you gain the ability to move across difficult terrain without any difficulty as long as it is was built but destroyed. Stoney paths that are made difficult due to the ground being destroyed does not impede you either.  

Channel Divinity: Rust Metal

Starting at 2nd level, you can use your Channel Divinity to rust a metallic object by grasping it. Any nonmagical item made of metal, no larger than 1 ft x 1 ft, that you can touch or grasp will start to rust. After the first round you touch it, the object begins rusting. It takes 5 rounds to full rust an object to destruction, but breaking contact will end this effect. Weapons suffer a -1 damage penalty per round touched, armor takes a -1 AC penalty.   This ability cannot deteriorate organic or natural matter.  

Channel Divinity: Eroding Aura

Beginning at 6th level, you can use your Channel Divinity to project a sphere of erosion and decay around you for a short time.   As a standard action, you may create an aura around you with a radius equal to 5 x your Wisdom modifier. This aura will last a number of turns equal to 1 + your Wisdom modifier.   All inorganic, non-magical material within this radius will appear as if it is rusted or broke. Attacks with inorganic weapons are treated as if their target has resistance to it, armor will provide half its normal AC (rounded down), and items made of inorganic, non-magical material cannot be used. Constructs and creatures made primarily of stone or metal must make a Constitution Save against your Spellcaster DC or lose any damage reduction they have and become stunned for 1 round. They will make all attacks at disadvantage and have half movement regardless.  

Rusting 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 rust their non-magical weapon or armor as if you used your Rust Metal ability. If you do so, you attack with disadvantage but a successful hit will give 1 point of degradation on the selected item.   When you reach 14th level, you may use this on magical weapons. Magical weapons cannot fully eroded in this way however, and simply exist with full penalties until restored.  

Shattering Walk

Starting at 17th level, you can, at will, allow the ground beneath you crumble under your feet. As long as you stand in a spot for a full round, the ground is considered difficult terrain. Any creature sharing the 5 ft. radius around you must make a Constitution save against your Spellcaster DC or fall prone.

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