retaliation08
2017-08-27, 02:47 AM
This is my attempt at bringing the 3.5 Prc Divine Prankster to 5e. Please let me know what you think and offer any suggestions that you have!
Domain Spells
Cleric Level Spell
1st Charm Person, Disguise Self
3rd Invisibility, Phantasmal Force
5th Major Image, Nondetection
7th Greater Invisibility, Phantasmal Killer
9th Dream, Modify Memory
Bonus Proficiencies
When you choose this domain at 1st level you gain proficiency with one skill of your choice from Performance, Stealth, Deception, or Sleight of Hand. You also gain proficiency with Heavy armor and your Deity’s favored weapon.
Bonus Cantrip
Also at 1st level, you learn the Vicious Mockery cantrip.
Channel Divinity: Enrage Enemies
Starting at 2nd level you can use your Channel Divinity to enrage your foes with your banter.
As an action on your turn, you can perform a Divine Comedy that mocks nearby creatures. Each creature of your choice that can hear you within 30 feet of you must make a Wisdom saving throw. A creature that is immune to charm, has an intelligence less than 3, or that does not share a language with you automatically succeeds on the saving throw. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.
On a failed save, a creature becomes enraged by you and has disadvantage on attack rolls against creatures other than you. Enraged creatures have advantage on attacks rolls against you, and all attack rolls made against enraged creatures have advantage. This effect lasts for one minute. A creature can repeat this saving throw at the end of each of its turns or upon taking damage.
Disguise Spell
Starting at 6th level, you can weave the verbal and somatic components of your spells into your comedic speech and gestures. You have advantage on ability checks made to conceal your spell casting from onlookers.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, ou can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Killer Joke
At 17th level you have learned the secret of the killer joke. Whenever you deal damage to a creature with Vicious Mockery you mark their psyche with the set-up of your killer joke. When you mark a target in this way, make a Performance check opposed by the creatures Insight check. If the target creature succeeds, they immediately understand that they are in mortal peril. If able, such a creature may protect itself by stopping up its ears or otherwise renders itself incapable of hearing you.
The creature’s psyche will remain marked for a number or days equal to your cleric level or until you use an action to remove the mark. When you take this action, you may expend one use of your Channel Divinity to cast Power Word: Kill against the target so long as the target can hear you.
Domain Spells
Cleric Level Spell
1st Charm Person, Disguise Self
3rd Invisibility, Phantasmal Force
5th Major Image, Nondetection
7th Greater Invisibility, Phantasmal Killer
9th Dream, Modify Memory
Bonus Proficiencies
When you choose this domain at 1st level you gain proficiency with one skill of your choice from Performance, Stealth, Deception, or Sleight of Hand. You also gain proficiency with Heavy armor and your Deity’s favored weapon.
Bonus Cantrip
Also at 1st level, you learn the Vicious Mockery cantrip.
Channel Divinity: Enrage Enemies
Starting at 2nd level you can use your Channel Divinity to enrage your foes with your banter.
As an action on your turn, you can perform a Divine Comedy that mocks nearby creatures. Each creature of your choice that can hear you within 30 feet of you must make a Wisdom saving throw. A creature that is immune to charm, has an intelligence less than 3, or that does not share a language with you automatically succeeds on the saving throw. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.
On a failed save, a creature becomes enraged by you and has disadvantage on attack rolls against creatures other than you. Enraged creatures have advantage on attacks rolls against you, and all attack rolls made against enraged creatures have advantage. This effect lasts for one minute. A creature can repeat this saving throw at the end of each of its turns or upon taking damage.
Disguise Spell
Starting at 6th level, you can weave the verbal and somatic components of your spells into your comedic speech and gestures. You have advantage on ability checks made to conceal your spell casting from onlookers.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, ou can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Killer Joke
At 17th level you have learned the secret of the killer joke. Whenever you deal damage to a creature with Vicious Mockery you mark their psyche with the set-up of your killer joke. When you mark a target in this way, make a Performance check opposed by the creatures Insight check. If the target creature succeeds, they immediately understand that they are in mortal peril. If able, such a creature may protect itself by stopping up its ears or otherwise renders itself incapable of hearing you.
The creature’s psyche will remain marked for a number or days equal to your cleric level or until you use an action to remove the mark. When you take this action, you may expend one use of your Channel Divinity to cast Power Word: Kill against the target so long as the target can hear you.