Scalykind Domain

The Scalykind Domain emerges as an odd realm, similar to other racial domains, shaped by the influence of gods who hold dominion over the reptilian races and creatures that inhabit Elaris. These deities are patrons of the Lizardfolk, Yuan-Ti, and a myriad of other reptilian beings, guiding their destinies and weaving the intricate threads of their existence.   The clerics that serve this domain are as diverse and varied as the reptilian races they represent. They are united by a shared devotion to the ancient and primal powers that govern the Scalykind Domain. They are the guardians of a rich and complex heritage, stewards of the secrets and wisdom that have been passed down through generations of reptilian civilizations.   These clerics are the living conduits of the reptilian gods’ will, intermediaries between their deities and the races they protect. Their faith is deeply rooted in the natural world, and they draw strength from the ancient traditions and instincts of their reptilian kin. They are the keepers of age-old rituals, channeling their deities’ blessings to ensure the prosperity and survival of their communities.

Domain Spells

1st-Level Cleric (Scalykind Domain) Feature   You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelSpells
1stDetect Poison and Disease, Magic Fang
3rdInvisibility, Protection from Poison
5thFear, Stinking Cloud
7thCharm Monster, Greater Invisibility
9thCloudkill, Dominate Person

Reptilian Physiology

1st-Level Cleric (Scalykind Domain) Feature   Creatures have disadvantage on Wisdom (Insight) checks against you. Additionally, you learn the Poison Spray cantrip, which doesn’t count against your number of cleric cantrips known.

Serpent's Gaze

1st-Level Cleric (Scalykind Domain) Feature   As an action, you can attempt to beguile a creature you can see that can also see you within 30 feet of you. That creature must make a Wisdom saving throw against your Spell Save DC. On a failure the creature is charmed for 1 minute or until you move outside of 30 feet, the two of you can no longer see each other, or you or your companions deal any damage to the target. While charmed in this way, the target’s speed is set to 0. You can use this feature a number of times equal to your Cleric Power Reservoir, regaining all expended uses when you finish a long rest.

Channel Divinity: Command Scalykind

2nd-Level Cleric (Scalykind Domain) Feature   You can rebuke creatures with the Reptilian Subtype in the same way an evil cleric would rebuke undead.

Unnerving Gaze

6th-Level Cleric (Scalykind Domain) Feature   When a creature fails it’s saving throw against your Serpent’s Gaze, it is both Charmed and Frightened for the duration.

Potent Spellcasting

8th-Level Cleric (Scalykind Domain) Feature   You add your Wisdom modifier to the damage roll of any cleric cantrip you cast.

Commanding Gaze

17th-Level Cleric (Scalykind Domain) Feature   When you use your Serpent’s Gaze, you instead target creatures of your choice in a 30-foot cone and you can move up to 60 feet away without ending the effect, and if you or your companions harm the creature, it is still Frightened for the rest of the minute or until you two can’t see each other.   Additionally, you gain immunity to poison damage and advantage on saving throws against spells and magical effects.

Deities of the Scalykind Domain


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