Color Domain (5e Subclass)

Color Domain

Cleric Subclass

Color Domain Spells

1st Level

Chromatic Orb, Color Spray

3rd Level

Blur, See Invisibility

5th Level

Hypnotic Pattern, Elemental Weapon

7th Level

Confusion, Polymorph

9th Level

Dream, Hallow

Color Domain Features

Bonus Proficiencies

When you choose this domain at level 1, you gain proficiency with Painter's Supplies.

Artistic Prowess

At 1st level, You get to choose a Color and gain it's feature. Your Color will often be related to the god you worship, but not in every instance. Also, most colors are often loosely related to an emotion, theme, ideal, or element. For instance, Black is often related to Death, Grit, and Fear.

Red You gain proficiency with 1 martial weapon of your choice

Blue You gain proficiency with 1 musical instrument of your choice

Green You gain proficiency with the Nature skill

Yellow You gain proficiency with the Acrobatics skill

Purple You gain proficiency with the Persuasion skill

Black You gain advantage on Death Saves

Grey You gain a +1 to AC when not wearing Heavy Armor

White You gain proficiency with the Insight skill

Channel Divinity - Creative Overflow

Starting at 2nd level, you can use your Channel Divinity to create minions.

You conduct an hour-long ritual that creates a Small size Ooze with powers relating to your chosen Color. The creature is formed at the end of the ritual, gradually building up with blobs of colored ink and paint. This ooze is friendly to you and your party, although only listens to your commands. It has it's own Initiative, but unless you give it a verbal command it will stay and one spot, defending itself if needed. It's stats are determined by the type of color you chose, and it's AC is equal to 8 + your Proficiency bonus + your wisdom modifier. To calculate it's Hit Points, roll 2d8 + your wisdom modifier. It lasts for 1 Hour, and will dissipate into a colored mist when killed.

(Ooze Statblocks are WIP)

Liquid Mind

Starting at 6th level, your abstract creativity gives you an edge over psychic attacks. You gain resistance to Psychic damage, and spells such as Detect Thoughts view your mind as only gibberish.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the symbolic might of colors. 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 to the target corresponding to your Color type. When you reach 14th level, the extra damage increases to 2d8.

Red You deal Fire damage.

Blue You deal Cold damage.

Green You deal Acid damage.

Yellow You deal Lightning damage.

Purple You deal Psychic damage.

Black You deal Necrotic damage.

Grey You deal Force damage.

White You deal Radiant damage.

Vitriolic Virtuosity

At 17th level, your gift with the art of colors becomes more powerful, granting you an emotional aura relating to your color choice. As a bonus action, you can deactivate this aura, and reactivating it has no cost.

Red You radiate a passionate aura, granting all allies within 50 feet of you an extra 2d4 Fire damage to their attacks.

Blue You radiate a calm aura, preventing all allies within 50 feet of you from becoming Charmed or Frightened.

Green You radiate a healing aura, healing all allies within 50 feet of you for 1d4 hit points per round. This cannot revive dying or fallen allies, and will only stabilize them.

Yellow You radiate an energetic aura, granting all allies within 50 feet of you an extra action every other other turn.

Purple You radiate a regal aura, granting all allies within 50 feet of you advantage on Wisdom and Charisma saving throws.

Black You radiate a frightening aura, causing all hostile creatures within 50 feet of you to have to make a flat DC 12 check at the start of each round or become Frightened until the end of your next turn.

Grey You radiate a protective aura, granting all allies within 50 feet of you a +2 to AC, to a maximum of 23.

White You radiate a loving aura, causing all hostile creatures within 50 feet of you to have to make a flat DC 10 check at the start of each round or become unable to Charmed until the end of your next turn. Charmed creatures cannot attack you, and have Disadvantage on attacking your allies. Creatures make the save at Advantage if they have been attacked by you or an ally.



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