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Summer Domain

Gods whose portfolios include the Summer domain include - God Daro—govern abundance, fire and the sun. They include gods of agriculture and abundance, gods of the hearth, some fire gods, and gregarious gods of courage and fearlessness. In many pantheons, a god of this domain is a minor god worshiped mostly by peasants and farmers - the common folk who pray for a bountiful providence each year. In the pantheons of people living on the frontier, gods of this domain are protection deities and the patrons of heroes and guardians. Summer gods send their clerics to inspire courage in the common folk and encourage those with the strength, to move forward with their hearts brimming and leave no trail unblazed on their path to victory.   Domain Spells   Cleric Spell   Level Name   1 Sanctuary / ideas? (Maybe Flame Blade?)   3 Scorching Ray / Searing Smite   5 Daylight / Haste   7 Fire Shield / ideas?   9 Heroes' Feast / ideas?   Bonus Proficiency: At 1st level you gain proficiency with all Martial weapons and Animal Handling.   Hearthward...? Once a long rest during a short or long rest you may designate a number of targets equal to your Wisdom Modifier against whom (until they take an aggressive action) all attack rolls (weapon or spell) are made at disadvantage.   Channel Divinity 1: Starting at 2nd level, you can use your Channel Divinity to cast the Longstrider spell at a spell level equal to your Wisdom Modifier. This ability lasts for your Wisdom Modifier in hours.   Channel Divinity 2/Other 6th Level Feature: Starting at 6th level, you can use your Channel Divinity to cast the Heroism spell at a spell level equal to your Wisdom Modifier. This ability lasts for 1 minute or until you lose concentration.   Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with the infinite brightness of the sun—a gift from your deity. 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 damage to the target. Half of this damage rounded up is Radiant, while the remainder is Fire. When you reach 14th level, the extra damage increases to 2d8.   Ascendant Feature: Sunbeam? Sunburst? It kind of apes the Light Domain though, thoughts? Ideas?

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