Peace Piaimen
The Peace Piaimen arose in the sacred groves of the Ayanigbo Wilds, where nature’s breath is thick with memory. These clerics trace their spiritual lineage not just to the goddess Aya, but also to the ancestral Zemi spirits, nature-bound essences of the first peacebringers who sought refuge during the Days of Fire.
These Piaimen, often called Leafbound or Peacebringers, serve as mediators, not warriors; nurturers, not conquerors. Yet when threatened, the forest moves through them: calm, firm, and alive with ancestral force. They journey to reconnect sundered spirits, tame unnatural destruction, and whisper stillness into broken places.
Domain Spells
Cleric Level | Spells |
---|---|
1st | Entangle, Healing Word |
3rd | Calm Emotions, Lesser Restoration |
5th | Plant Growth, Revivify |
7th | Dominate Beast, Guardian of Nature (XGtE) |
9th | Commune with Nature, Awaken |
(1st Level)
Blessings of the Grove
You become a vessel of harmony, speaking the language of peace to both beast and soul.
Verdant Bond
As a bonus action, you may create a Verdant Bond between yourself and one creature you can see within 30 feet for 10 minutes (or until you use this feature again). While bonded:
- When the bonded creature takes damage, you can use your reaction to grant resistance to that instance of damage and to that type until the end of their next turn.
- You and the bonded creature add your Wisdom modifier (minimum +1) to saving throws against being frightened or charmed.
Bonus Proficiencies
You gain proficiency in Insight and Nature. If you already have either, you may choose Animal Handling or Survival instead.
Zemi Tokens
You carry a satchel of sacred Zemi tokens—hand-carved talismans infused with ancestral harmony. Each token is a physical embodiment of your prayers, shaped from bone, shell, or seed, and blessed through ritual breath and whisper.
- Token Creation: After a long rest, you carve and awaken a number of Zemi tokens equal to your Wisdom modifier (minimum 1). These tokens last until your next long rest.
- Token Use: As a bonus action, you may bestow a Zemi token on a creature you can see within 30 feet, or physically hand it to them. The token shimmers and activates immediately, providing:
- Temporary hit points equal to your Wisdom modifier.
- The ability to reroll one failed saving throw against being charmed or frightened before the start of your next turn.
- Zemi tokens are non-stackable per creature (one effect at a time), and cannot be used on constructs or undead.
(5th Level)
Calm the Wild
You emit a spiritual pressure that silences conflict.
As an action, choose a number of creatures up to your Wisdom modifier within 30 feet. Each must make a Wisdom saving throw (DC = 8 + PB + Wisdom mod). On a failed save, they cannot take hostile actions until the end of their next turn. Creatures immune to being charmed are unaffected.
- You may use this ability a number of times equal to your Proficiency Bonus per long rest.
(10th Level)
Zemi Resonance
Your connection to ancestral forces deepens, amplifying the harmony carried within your tokens.
- Empowered Zemi: When a creature activates a Zemi token, they may also:
- Regain HP equal to your proficiency bonus, and
- Gain advantage on their next Wisdom saving throw made before the end of their next turn.
- In addition, you may now create one extra Zemi token after a long rest.
(15th Level)
Miracle Convergence: Breath of Thousand Ancestors
When your Aṣé Wellspring is full, you may invoke the Breath of Thousand Ancestors, an ancestral miracle that carries the warmth, grief, and healing of generations.
Once per long rest, as an action, you release a radiant pulse of spiritual power in a 60-foot radius centered on you:
- Allies in range:
- Instantly regain 5d8 + Wisdom modifier HP.
- Gain resistance to necrotic and psychic damage for 1 minute.
- Are cleansed of one condition (blinded, deafened, frightened, charmed, or poisoned).
- If unconscious or dying, are stabilized and healed for minimum 10 HP instead.
- Enemies in range:
- Must make a Constitution saving throw (DC = your spell save DC).
- On failure, take 6d10 radiant damage and are blinded until the end of their next turn.
- On success, take half damage and are not blinded.
After using this miracle, your presence is veiled in soft light for 1 minute, you may choose to remain undetectable to scrying and divination effects during this time.
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