Cleric Domain: Scalykind
Divine Domain: Scalykind
Hit Points
Hit Dice: d8 per Divine Domain: Scalykind level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Scalykind Domain
Commonly known as Lizard Priests, these clerics are
exclusively lizardfolk, but unlike most lizardfolk venerate
their ancestors and follow a code of honor. Lizardfolk are
generally regarded as a pragmatic people, the exception to
this however are the more civilized variants of the
Sharptooth lizardfolk. These Sharptooth lizardfolk adorn
themselves with feathers as a sign of respect to their
ancestors, whom they refer to as dragons. In some cases
their ancestors answer back, and share their divine power
with a select few of their descendants.
Lizard Priests do not worship a god in the traditional
sense, like other clerics do, but instead worship the
collective of all the ancestors who came before them. Some
more primal and powerful than others. They answer their
prayers, and function like any other god would. Granting
them their strength, and sometimes even the form of one of
their mighty "dragon" ancestors. Their holy symbol
references their ancestors, and it's appearance is varied and
depends on the lizardfolk's tribe. Their ancestors forbid
them from summoning undead creatures, except when
summoning one of their forebears.
They refer in their traditional tongue to their ancestors as
dragons, but after adventuring they often find that the term
ancestors is more appropriate, as the other races tend to
make strong distinguishes between true dragons and what
they call "dinosaurs".
Restriction: Lizardfolk only
Only lizardfolk can choose this divine domain, though your
DM can lift this restriction to better suit the campaign.
Spellcasting
Domain Spells
You gain domain spells at the cleric levels listed in the Scalykind Domain Spells table. See the Divine Domain class feature for how domain spells work.
Scalykind Domain Spells
Cleric Level Spells
1st cure wounds, divine favor
3rd blur, enlarge/reduce
5th fear, haste
7th dominate beast, freedom of movement
9th commune with nature, hold monster
Subclass Options
Swordclaw
At 1st level, you harvest the teeth of predatory beasts during
your adventures, especially of your distant scaled kin, and
you carry a number of such teeth for use in ritual magic.
As a bonus action, you can imbue one or two of these
"dragon teeth" with your magic, and cause them to
transform into razor-sharp swordclaw sickles. These sickles
are magical weapons and deal 1d8 slashing damage instead
of the standard damage for a sickle. After ten minutes, they
turn back into dragon teeth. You can use this feature to
transform a number of teeth equal to your Wisdom
modifier, and you regain all expended uses when you finish
a short or long rest.
Creatures that make an attack roll with this sickle can
roll a d4 and add the number rolled to the attack roll.
Swordclaw sickles that you wield yourself gain the magical
attributes of one magic melee weapon that you are attuned
to. You decide which weapon after finishing a short or long
rest. These sickles count as a spellcasting focus for you.
You can only have up to two swordclaw sickles created at
the same time. When you create an additional one, you
must choose which existing swordclaw sickle disappears.
Primeval Fury
At 1st level, you learn the magic fang cantrip,
and you count as being permanently affected by this
cantrip. For you, this cantrip counts as a cleric cantrip.
When you engage in two-weapon fighting, you can treat
your main and off-hand claws as light melee weapons you
are holding. You can only use your claws to engage in two weapon
fighting this way while you are in your original
form. These natural weapons deal 1d6 slashing damage.
Starting at 5th level, when you engage in two-weapon
fighting, you can add your ability modifier to the damage of
the second attack (if you do not already do so).
Starting at 11th level, when you engage in two-weapon
fighting, you can make one additional attack.
Channel Divinity: Dragontooth Warrior
Starting at 2nd level, as an action you can use your Channel
Divinity to create a physical body for your forebears. Doing
so allows you to summon a Dragontooth Warrior, a sacred
skeleton lizardfolk, into an unoccupied space within 30 feet
of you. The Dragontooth Warrior is friendly to you and your
companions, understands you, and obeys your commands.
See its game statistics in the Dragontooth Warrior stat
block, which uses your proficiency bonus (PB) in several
places. In combat, the Dragontooth Warrior acts after your
turn. It can move and use its reaction on its own, but the
only action it takes is the Dodge action, unless you take a
bonus action on your turn to command it to take another
action. That action can be one in its stat
block or some other action. If you are
incapacitated, the Dragontooth Warrior
can take any action of its choice, not just
Dodge. The Dragontooth Warrior remains
for 1 hour, until it is reduced to 0 hit
points, or until you summon a new
Dragontooth Warrior. If it is reduced to
0 hit points, you cannot summon a new
Warrior until 1 minute has passed.
You can equip your Warrior with a
swordclaw sickle, but only one. You can
imbue one of your dragon teeth when
summoning your Warrior to immediately
equip it with one. It can use it to defend
you or your allies.
You can equip your
Warrior with a shield, and
a shield's benefits apply on
top of its natural armor.
Dragon Tooth Mastery
At 6th level, you have achieved mastery in creating dragon
teeth as well as in communing with your ancestor spirits to
grant them the vigor they had in life. When you create a
Dragontooth Warrior, it gains the following benefits:
- When you use your bonus action to make a melee weapon attack, you can command your Dragontooth Warrior to make a single attack with one of its weapons instead of taking the Dodge action.
- While wielding a swordclaw sickle, your Dragontooth Warrior can use its reaction or yours to protect another creature with its Defender trait, provided your Dragontooth Warrior is within your line of sight.
- In addition, while wielding a swordclaw sickle in both your main and off-hand, attack rolls you make with your swordclaw sickles will score a critical hit on a roll of 19 or 20.
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 damage of the same type dealt
by the weapon to the target. When you reach 14th
level, the extra damage increases to 2d8.
Lizard King
Starting at 17th level, you finally achieve the long awaited
transformation you were promised, taking the form of one
of your mighty ancestors. The "dragon" form is a little
different from what you imagined, but no less deadly.
As a bonus action, you can transform into a dinosaur with
the statistics of a spinosaurus (page 36). Your game
statistics, except your mental ability scores, are replaced by
the statistics of the spinosaurus. You retain your alignment
and personality. You assume the hit points of your new
form. You can revert to your normal form as a bonus action,
and you automatically revert to your normal form if your hit
points are reduced to 0. When you revert to your normal
form, you return to the number of hit points you had before
you transformed. If you revert as a result of dropping to 0
hit points, any excess damage carries over to your normal
form. You aren't knocked unconscious as long as the excess
damage doesn't reduce your normal form to 0 hit points.
While in your dinosaur form, you can't wield weapons, nor
can you use your Channel Divinity feature, but you can
issue commands. You can't cast spells while in this form,
but you can maintain concentration on existing spells. This
form grants you superior camouflage; while you are at least
lightly obscured by natural phenomena (such as foliage or
mist), you can take the Hide action as a bonus action, and
you have advantage on Dexterity (Stealth) checks. You have
advantage on attack rolls against surprised creatures. You
can only speak Draconic while transformed, as this
form's anatomy prevents you from speaking any other
language. After losing this form, you can transform
this way again after finishing a long rest.
Your primeval magic also causes you to age more
slowly. For every 10 years that pass, your body
ages only 1 year.
Remove these ads. Join the Worldbuilders Guild
Comments