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Sereth - Moon of Knowledge, Craft, Magic Theory, and Stars

SERETH – MOON OF KNOWLEDGE, CRAFT, MAGIC THEORY, STARS

Themes:

  • Scholarship, lore, records, libraries, star‑charts
  • Craft, runes, wards, magical engineering
  • Stargazing, omens, precise calculation vs superstition

A Sereth Cleric is:

  • Scholar‑priest, archivist, runesmith, star‑reader
  • Bridge between divine and arcane traditions
  • In play: investigation, utility, divination, magical defenses, and some battlefield control

Visually: smaller, bright moon; priests favor blues, whites, star‑motifs, runic stoles, ink‑stained fingers.


SERETH DOMAIN FEATURES BY LEVEL

These stack with your base Lunar Cleric chassis.

Level 1 – Domain Spells & Star‑Reader Acolyte

Domain Spells

Always prepared; don’t count against prepared spells.

  • 1st:identify, comprehend languages
  • 3rd:locate object, arcane lock
  • 5th:glyph of warding, nondetection
  • 7th:arcane eye, divination
  • 9th:legend lore, scrying

This is your “knowledge + wards + star‑magic” package.


Star‑Reader Acolyte

You are initiated into Sereth’s mystery of ink, gears, and stars.

  • You gain proficiency in Arcana or History (your choice).
  • If you already have both, gain Investigation instead.
  • You gain proficiency with one set of artisan’s tools from:
  • Calligrapher’s supplies, cartographer’s tools, or any one set of crafting tools (smith’s, tinkerer’s, etc.).
  • Star‑Study:
  • Once per long rest, you can spend 10 minutes under an open sky (or at a star‑mapped orrery) consulting Sereth’s patterns.
  • Until the end of your next long rest, you gain:
  • Advantage on one Intelligence ability check of your choice (you declare when you use it, not in advance), or
  • Advantage on one concentration check to maintain a spell.

This sets Sereth Clerics up as top‑tier troubleshooters and lore specialists.


Level 2 – Channel Divinity: Stellar Insight

You gain a domain‑specific Channel Divinity option.

Channel Divinity: Stellar Insight

You invoke Sereth’s light to sharpen minds.

  • As an action, you present your holy symbol and call down a subtle star‑flare of understanding.
  • For 1 minute, you and allies of your choice within 30 ft gain:
  • A +2 bonus to Intelligence checks and Intelligence saving throws.
  • In addition, once during that minute, when a creature in the area (you or an ally):
  • Makes an attack roll, saving throw, or ability check,
  • You can choose to treat the d20 roll as if it were 10 + your Wisdom modifier (minimum 12),
  • Before knowing whether the roll would succeed or fail.

This is your “we must solve this, hit this, or resist this now” moment.

You expend one use of Channel Divinity when you call Stellar Insight.


Level 3 – (Base: Secondary Moon Influence I)

No extra Sereth‑specific feature; you choose your first secondary moon.


Level 4 – (Base ASI)


Level 5 – Runic Ward

At 5th, you begin weaving protective runes into your magic.

Runic Ward

When you cast a spell of 1st level or higher that:

  • Targets at least one ally (including yourself), and
  • Is a buff, protection, or healing spell (GM adjudication; bless, shield of faith, cure wounds, etc.),

you can inscribe a brief Sereth rune on one of the spell’s targets.

  • The rune lasts for 1 minute or until triggered.
  • The first time during that minute the runed creature is:
  • Hit by an attack, or
  • Fails a saving throw,

the rune flares:

  • Reduce the damage from that attack or effect by 2d8 + your Wisdom modifier.

Uses:

  • You can create a Runic Ward a number of times per long rest equal to your Wisdom modifier (minimum 1).
  • Only one active Ward can be on a given creature from this feature at a time.

This makes your support spells “stick” with extra protection.


Level 6 – Channel Divinity: Seal of Sereth

At 6th, Sereth grants a second Channel option focused on control/warding.

Channel Divinity: Seal of Sereth

You place a temporary arcane‑divine seal on a location or object.

As an action, you touch:

  • A door, chest, portal, or other opening, or
  • A 10‑ft‑by‑10‑ft section of floor/wall/ground.

You expend Channel Divinity to create a Seal that lasts for 1 hour (or until you dismiss it as a bonus action).

Choose one of the following modes when creating the Seal:

  1. Seal of Warding (Barrier)
  2. The sealed object or area becomes warded:
  3. Attempts to open, force, or teleport through it by creatures other than those you designate:
  4. Require a Strength or Intelligence check (their choice) against your spell save DC.
  5. On a failure, the attempt fails and the creature takes 2d8 force damage.
  6. Creatures you designate when you create the Seal can pass freely.
  7. Seal of Silence (Anti‑Magic Echo)
  8. The sealed area (10‑ft cube) becomes muffled:
  9. Sound cannot pass through the boundaries of the cube (like silence, but localized to a surface or frame).
  10. In addition, within the cube:
  11. Creatures have disadvantage on concentration checks for spells you judge as “hostile” to you or your allies.
  12. This is excellent for interrogation rooms, secret meetings, or dampening enemy casters in a tight space.
  13. Seal of Containment (Creature Ward)
  14. You set the Seal to repel or contain one creature type (such as aberrations, fiends, undead, dragons, or a specific named creature).
  15. Creatures of that type that try to enter or exit through the sealed area must succeed on a Charisma saving throw vs your spell DC:
  16. On a failure, they cannot pass and take 2d8 radiant or force damage (your choice).
  17. They can try again after 1 minute.

You can maintain only one active Seal of Sereth at a time; creating a new one ends the previous.


Level 7 – (Base: Secondary Moon Influence II)

No extra Sereth feature.


Level 8 – (Base ASI)


Level 9 – Archivist’s Recall

At 9th, Sereth deepens your grasp of lore and illusions.

Archivist’s Recall

  • Once per short rest, when you:
  • Fail an Intelligence check, or
  • Fail an Intelligence or Wisdom saving throw against an illusion, enchantment, or divination spell/effect,

you can reroll that check or save with advantage and must use the new result.

Additionally:

  • You can always cast comprehend languages as a ritual:
  • Without having it prepared,
  • And without expending a spell slot.

This makes you very difficult to fool with illusions and widely literate across ruins and grimoires.


Level 10 – Lunar Intervention (Base)

Mechanically unchanged; under Sereth, interventions might look like:

  • A star‑light glint revealing a hidden inscription.
  • A ward flaring to block a spell.
  • A sudden flash of “I read this once” letting you reroll a critical check.

Level 11 – Mindshield of Sereth

Sereth shields your thoughts and those near you.

Mindshield of Sereth

  • While you are conscious, you emit a 10‑ft‑radius aura of mental clarity.
  • Within the aura:
  • You and allies have advantage on saving throws vs being charmed or frightened.
  • You and allies have resistance to psychic damage from effects originating outside the aura (GM: if the source is outside the 10 ft radius).

Additionally:

  • You gain proficiency in Intelligence saving throws.
  • If you already have it, you gain expertise in Intelligence saves (add your proficiency bonus twice).

This makes Sereth Clerics ideal in psychic/eldritch settings and against enchantment‑heavy foes.

At 18, this aura expands/improves.


Level 12 – (Base ASI)


Level 13 – Law of Pattern

You see the hidden logic of magic, fate, and wards.

Law of Pattern

  • When you are subjected to a spell or magical effect that:
  • Forces an Intelligence, Wisdom, or Charisma saving throw, and
  • Is not purely physical damage (i.e., not just “fireball” but illusions, charms, mental attacks, some curses),

you can use your reaction to “analyze the pattern”:

  • You gain advantage on that saving throw.
  • If you succeed on the save, you also gain insight into the effect, allowing you to:
  • Identify the spell or effect (as if by identify or arcana check),
  • And grant advantage on the next saving throw against that same effect to one ally within 30 ft who can hear/see you (you quickly shout guidance).

You can use Law of Pattern a number of times per long rest equal to your Wisdom modifier (minimum 1).


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

No additional Sereth‑specific feature.


Level 15 – Nightwatch Zenith (Base)

Under Sereth, Nightwatch might manifest as:

  • Star‑maps shifting in your mind, showing patrol routes.
  • Subtle glows around magical traps before anyone steps on them.

Mechanics remain as per the base Nightwatch.


Level 16 – (Base ASI)


Level 17 – Stars in Confluence

At 17th, your Lunar Confluence gains a Sereth‑specific upgrade.

Stars in Confluence

While Lunar Confluence is active (1 minute):

  • You gain true seeing out to 30 ft:
  • You see through illusions, shapechanges, and invisibility within that range.
  • Your damage‑dealing spells that:
  • Deal radiant, force, or psychic damage, or
  • Are divination/enchantment/illusion with a damage rider,

deal an additional +1d8 psychic or radiant damage (your choice) to each target, once per spell.

Additionally, once during each Confluence:

  • You can cast one of the following spells without expending a spell slot:
  • legend lore, scrying, or arcane eye.
  • If you choose scrying:
  • The target creature has disadvantage on its saving throw.

This is your “we pierce the veil and see what must be seen” moment.


Level 18 – Living Orrery

You become a walking model of celestial and magical order.

Living Orrery

  • Your Mindshield of Sereth aura radius increases to 30 ft.
  • While conscious, you and allies in the aura:
  • Gain advantage on Intelligence checks to recall lore, understand magic, or solve complex puzzles.
  • Gain +1 bonus to all saving throws vs spells (any spell, any stat).

Once per long rest, you can invoke Celestial Solution:

  • When you or an ally within 30 ft:
  • Fails an Intelligence, Wisdom, or Charisma saving throw against a spell or magical effect,

you can use your reaction to:

  • Treat that d20 roll as a 20, before modifiers,
  • As if Sereth briefly aligns the “gears” of reality in your favor.

This is your ultimate anti‑magic, anti‑illusion, anti‑mind‑control power.


Level 19 – (Base ASI)


Level 20 – Lunar Avatar (Base)

Your Lunar Avatar capstone applies as normal. For Sereth, it might appear as:

  • A halo of spinning runes and tiny star‑lights.
  • Your eyes reflecting constellations instead of pupils.
  • Lines of power drawing from sky to ground through you.

Mechanics remain as per the base Lunar Avatar; this is flavor alignment.

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