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Mists Domain for 5e D&D Clerics 
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Post Mists Domain for 5e D&D Clerics
In the Ravenloft setting, priests of Ezra have a mystical connection to the Mists that permeate the landscape. In previous editions, clerics of Ezra have had access to a specific "Mists" domain; this is my attempt to work-up something thematically appropriate for 5e Dungeons & Dragons.

Mists Domain
Though much-feared as an unpredictable, mysterious force by the people of the Core, the clerics of Ezra can channel the power of the Mists to help protect the people of the land.

Mists Domain Spells
1st
entangle, fog cloud
3rd
gust of wind, misty step
5th
gaseous form, wind wall
7th
confusion, dimension door
9th
modify memory, teleportation circle

Bonus Proficiency
When you select this domain at 1st level, you gain proficiency with heavy armor.

Wayfinder's Blessing
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks and checks using Navigator's Tools. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Shield of Mist
Starting at 2nd level, you can use your Channel Divinity to envelop yourself in film of luminous mists. This misty barrier around yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). While protected by this barrier you have resistance to bludgeoning, piercing, and slashing damage.

Channel Divinity: Guardian of the Mists
At 6th level, when a creature within 30 feet of you is attacked, you can use your reaction to conjure a protective shield of mists around it that grants that creature resistance to bludgeoning, piercing, and slashing damage for 1 minute, using your Channel Divinity.

Divine Strike
At 8th level, your 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, you can cause this attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Champion of the Mists
At 17th level, you gain advantage on saving throws made against enchantment spells.

Originally posted here: http://talesofthegrotesqueanddungeonesq ... omain.html
(you can download a pdf right from the link at the bottom of that post if you'd like to use this in your own games)

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Thu May 28, 2015 9:09 am
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