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Eryth - Moon of War, Courage, and Storms

ERYTH – MOON OF WAR, COURAGE, STORMS

Themes:

  • Righteous war, battle‑fury tempered by honor
  • Courage, steadfastness, refusing to break
  • Storms as omens and weapons: thunder, lightning, wind

An Eryth Cleric is:

  • A war‑chaplain and storm‑blessed warrior
  • Front‑line support: buffing allies, punishing foes, commanding the tempo of battle
  • Often tied to storm‑belts, skyship cultures, martial orders

Visually: a reddish or storm‑scarred moon; priests wear storm‑runes, lightning motifs, battered armor.


ERYTH DOMAIN FEATURES BY LEVEL

These stack with your base Lunar Cleric chassis.

Level 1 – Domain Spells & Warpriest of Eryth

Domain Spells

Always prepared; don’t count against prepared spells.

  • 1st:thunderwave, shield of faith
  • 3rd:shatter, spiritual weapon
  • 5th:call lightning, crusader’s mantle
  • 7th:freedom of movement, storm sphere (or ice storm reflavored as debris storm)
  • 9th:destructive wave, flame strike (as “stormfire” column)

You can swap specific spells later if you want a slightly different tone, but this gives strong “storm war‑priest” flavor.


Warpriest of Eryth

Eryth demands you stand in the storm with steel in hand.

  • You gain proficiency with martial weapons and medium armor (if you don’t already have them).
  • You also gain proficiency in Athletics or Intimidation (your choice).
  • Storm‑Blessed Strike:
  • Once per short or long rest, when you roll initiative, you can choose to be storm‑favored:
  • Until the end of your first turn, your first weapon attack that hits deals extra damage equal to your Wisdom modifier (lightning or thunder, your choice).
  • This is a small front‑loading of power to encourage charging into battle.

Level 2 – Channel Divinity: Battle Tempest

You gain a domain‑specific Channel Divinity option.

Channel Divinity: Battle Tempest

You call a crackling storm halo around yourself and your allies.

  • As a bonus action, you invoke Eryth’s tempest for 1 minute (concentration).
  • While Battle Tempest is active:
  • You emit a 10‑ft‑radius aura.
  • Effects:
  • Allies (including you) in the aura:
  • When they hit with a weapon attack, you can choose once per turn to add 1d8 lightning or thunder damage to that hit.
  • The damage type is chosen when you activate the Tempest.
  • Enemies in the aura:
  • At the start of their turn, they must make a Constitution saving throw vs your spell save DC:
  • On a failure:
  • They have disadvantage on their first attack roll that turn, as thunder booms and lightning nerves them.
  • On a success:
  • No additional effect (beyond any base aura damage you might later add with spells).

You expend one use of Channel Divinity to activate Battle Tempest.
This encourages you to be in the middle of the fight, empowering allies.


Level 3 – (Base: Secondary Moon Influence I)

No Eryth‑specific feature here; you choose your first secondary moon.


Level 4 – (Base ASI)


Level 5 – Eryth’s Rally

At 5th level, you gain a powerful mobility support tool.

Eryth’s Rally

You can rally allies to surge forward under storm‑blessed courage.

  • As a bonus action, you issue a rallying cry (or gesture, if you’re the stoic type).
  • Choose up to 3 allies within 30 ft who can see or hear you.
  • Each chosen ally can immediately:
  • Move up to half their speed as a reaction.
  • This movement:
  • Does not provoke opportunity attacks.
  • Uses per long rest = your Wisdom modifier (minimum 1).

This lets you re‑position the party, close with casters, or pull allies out of danger.


Level 6 – Channel Divinity: Thunderous Challenge

At 6th, you gain a second Channel option themed around courage and drawing fire.

Channel Divinity: Thunderous Challenge

You bellow a storm‑backed challenge that focuses enemy aggression on you.

  • As an action, choose any number of creatures of your choice within 30 ft that can see or hear you.
  • Each target must make a Wisdom saving throw vs your spell save DC.
  • On a failure:
  • For 1 minute (concentration, or until you are incapacitated or they can no longer perceive you):
  • The creature has disadvantage on attack rolls against any creature other than you.
  • If it still chooses to attack someone else:
  • You can use your reaction to make a weapon attack against it.
  • On a hit, add your Wisdom modifier as extra lightning or thunder damage.
  • On a success:
  • The creature is unaffected by this challenge for 24 hours.

This is your “tank” Channel: you draw danger and punish cowards who ignore you.


Level 7 – (Base: Secondary Moon Influence II)

No extra Eryth feature.


Level 8 – (Base ASI)


Level 9 – Eye of the Storm

At 9th, you create calm at the center of chaos.

Eye of the Storm

You and your allies are hardest to break when all breaks loose.

  • You and allies within 10 ft of you:
  • Have advantage on saving throws vs being frightened or stunned.
  • Once per long rest, you can declare an Eye of the Storm for 1 minute (no extra action, you can just say it begins at the start of your turn):
  • While Eye of the Storm is active:
  • Ranged weapon attacks made against you and allies within 10 ft have disadvantage.
  • You and allies in the area ignore difficult terrain caused by wind, rubble, or magical storms (GM adjudication).
  • This feature stacks beautifully with Battle Tempest when you want to hold a line.

At 18th level, this aura scales.


Level 10 – Lunar Intervention (Base)

Same core mechanic as other Lunar Clerics. Under Eryth, interventions might be:

  • A sudden gust deflecting an arrow.
  • A bolt of lightning striking between combatants to break a charge.
  • A war‑cry echoing from nowhere that lets an ally reroll a failed attack.

No extra math; flavor only.


Level 11 – Stormforged Bulwark

At 11th, Eryth tempers you into a living bulwark.

Stormforged Bulwark

  • While you are wearing medium armor or heavier, you gain a +1 bonus to AC.
  • You gain resistance to lightning damage.
  • Additionally, when a creature within 5 ft of you:
  • Hits an ally other than you with a melee attack:
  • You can use your reaction to impose disadvantage on that attack roll, as a sudden gust or crack of thunder disrupts the strike.
  • You can use this reaction a number of times per long rest equal to your Wisdom modifier (minimum 1).

This stacks with Thunderous Challenge for a solid “protector” playstyle.


Level 12 – (Base ASI)


Level 13 – Storm‑Bound Zeal

Your faith and the storm feed each other.

Storm‑Bound Zeal

  • When you are reduced to 0 hit points but not killed outright:
  • You can choose to drop to 1 hit point instead.
  • When you do, a thunderclap bursts around you:
  • Each creature of your choice within 10 ft must make a Constitution saving throw vs your spell DC.
  • On a failure: it takes 2d8 thunder damage and is deafened until the end of its next turn.
  • On a success: it takes half damage, no deafness.
  • Once you use this feature, you can’t use it again until you finish a long rest.
  • In addition, when you cast a spell that deals thunder or lightning damage:
  • You can treat any 1s on the damage dice as 2s (minor damage floor).

This is your “second wind through fury” moment.


Level 14 – (Base: Third Moon / Deeper Influence)

No extra Eryth‑specific feature.


Level 15 – Nightwatch Zenith (Base)

Under Eryth, Nightwatch might manifest as:

  • Crackling distant thunder every time danger approaches.
  • The party waking perfectly rested despite howling storms.

Mechanics remain as per base Nightwatch.


Level 16 – (Base ASI)


Level 17 – Eryth’s Confluence

Your Lunar Confluence gains a powerful war‑and‑storm rider.

Eryth’s Confluence

While Lunar Confluence is active (1 minute):

  • Your Battle Tempest (if active) improves:
  • The extra damage on weapon hits from the aura becomes 1d10 lightning or thunder instead of 1d8.
  • Once per Lunar Confluence, you can cast either:
  • destructive wave, or
  • call lightning (at its highest level slot you can cast),
  • without expending a spell slot, and:
  • All damage dice of that casting are maximized.
  • In addition, during Confluence:
  • When you or an ally within your 10‑ft Eye of the Storm auradrops to 0 HP:
  • The first such time per Confluence, they instead:
  • Drop to 1 HP, and
  • Gain temporary HP equal to your Cleric level + your Wisdom modifier.

This makes Eryth Clerics brutally explosive and hard to kill in key moments.


Level 18 – Avatar of the Battle Storm

You are a living stormfront.

Avatar of the Battle Storm

  • Your Eye of the Storm aura radius increases to 30 feet.
  • While you are conscious:
  • You and allies in the aura gain resistance to thunder damage, and
  • Have advantage on saving throws vs being knocked prone or moved against their will.
  • Once per long rest, you can invoke March of the Storm:
  • For 1 minute:
  • You and allies within 30 ft can move through hostile creatures’ spaces as if they were difficult terrain (no opportunity attacks from those creatures for that movement).
  • The first time each ally enters a creature’s space during this effect:
  • That creature must make a Strength save vs your spell DC or be knocked prone by the sheer momentum and wind.

This lets Eryth’s faithful break lines, storm bulwarks, and embody the rolling front of a war‑storm.


Level 19 – (Base ASI)


Level 20 – Lunar Avatar (Base)

Your generic Lunar Avatar capstone applies. Under Eryth, it might appear as:

  • Your armor becoming a silhouette of crackling storm‑plate.
  • A halo of lightning arcs stepping from your feet and weapon.
  • Each of your blows echoing like thunder across the field.

Mechanics remain as per the base class; this is flavor.

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