Vengeance Domain Features/Spells
Class Level Feature
- 1st Hex, Dissonant Whispers
- 3rd Mind Spike, Detect Thoughts
- 5th Fly, Counterspell
- 7th Dimension Door, Greater Invisibility
- 9th Far Step, Teleportation Circle
Blessings of the Vengeful
At 1st level you gain proficiency in the Insight skill and your Proficiency bonus is doubled for this skill.
You also learn two languages of your choice.
Also at first level when you cast the spell Zone of Truth, anyone attempting to resist its effects do so at disadvantage. Of course, any natural or magical resistances and immunities to this spell still stand.
Soul Crystal Construction
At 2nd level, you gain the ability to construct a Soul Crystal (known among the Clergy as the Heart of Lyra) by undertaking a one hour ritual of intense meditation, imbuing the raw aether with a spark of your sentience and pure will
Channel Divinity:
Hidden Truths
Starting at 2nd level, you can use your Channel Divinity to share in the telepathic abilities of your Soul Crystal, opening a dialogue with a number of creatures equal to your Wisdom modifier that are all within “eyesight” of the Crystal, and as long as the Crystal is within 500’ of you and as long as each of the participants share a common language. For up to one hour and provided that each of the subjects of this telepathic conversation all remain within 500’ of the Soul Crystal, each can remain conversant with one another in this way. If one of the participants moves beyond 500’ of the Crystal they lose their connection and cannot re-establish it unless the whole process is started over again. If someone is dropped, the other participants still remain in correspondence.
Channel Divinity:
Theft of Memory
At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
On a failed saved you are able to draw from their mind a perfect recollection about a topic you are wishing to know. It can be information they know about a specific person, a place they have visited, or an event that they witnessed firsthand. You experience these memories as if they had happened to you and you can study them in detail. You can share this vision with a number of people equal to your Wisdom modifier as long as you do so within 1 day of stealing the memory. You can also use this ability on a willing targets with no Save.
You can attempt to wipe the any recollection of this memory theft from the mind of the victim if they fail a second Wisdom saving throw. On a success, they remember the theft of their memory vividly but on a fail they only remember events up to 1 minute before you invaded their mind and 1 minute after you have completed your dirty work.
Channel Divinity:
Improved Hidden Truths
Also at 6th level, your Hidden Truths ability improves. If the subjects of your telepathic conversation are willing, you can perceive through one of their eyes and ears, gaining the benefits of any special senses they might have.
During this time, you are deaf and blind with regard to your own senses. You can use your Action to move your perception to another of the subjects as long as they are willing and in range. You can provide the Help Action with regard to Perception, Investigation, and Insight rolls while telepathically communicating and watching through their eyes.
Fires of Vengeance
At 8th level, your commitment to Vengeance and Justice is so profound that you can bring the literal Fires of Judgement down upon your enemies. You can touch one melee weapon and cause the blade to become wreathed in divine fire which causes an 2d8 additional Fire Damage on a hit, and sheds bright light in a 20’ radius and dim light for an additional 20’. This effect lasts for 1 minute and you can do this a number of times equal to your Proficiency Bonus per Long Rest and the weapon(s) in question do not need to be ones wielded by you.
Wiliness of the Serpent
At 17th Level you have become the apex hunter of your quarry and have learned how to escape retaliation when you have your prey cornered.
- Wings of the Serpent: When you cast the Fly spell, your Concentration cannot be broken nor can the effect be dispelled.
- Dance of the Hunter: When you are hit by a spell or attack that you can see, you can use your Reaction to teleport to the location of your Soul Crystal, as long as it is within 100’ and there is space for you to appear. You make this decision after the roll to hit is made or after any Saving Throw is rolled. If this teleportation puts you out of range of the attack you take no damage. Once you use this ability you cannot use it again until you finish a Long or Short Rest.
You can use this ability out of combat as well and the range is extended to 500’ as long as you are able to maintain telepathic communication with your Crystal and there is room for you to appear. The effect simply fails if either of these conditions is not met.
Soul Crystal (Heart of Lyra)
tiny construct, unaligned
- Armor Class 13 + Creator’s Proficiency Bonus
- Hit Points Equal to Creator’s Cleric Level
- Speed Fly 40 ft., Hover
STR 10 (+0) DEX 10 (+0) CON 10 (+0)
INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
- Skills Perception +5, Stealth +7 (DC:17 to notice if the Crystal is not lit up)
- Senses Passive Perception 15. Darkvision 30’ (blind and deaf beyond that range).
- Languages Shared with Creator. Telepathy.
- Immunities Poison, Disease, and the Poisoned Condition.
Actions
- Dodge: This is the default Action of the Crystal, though the Caster can use their Action to have the Crystal take the Dash, Disengage, or Help action.
- Light: By default the Crystal is clear, but the Creator can use their Bonus Action to have it glow as per the Light spell. Further, the Creator can use their Bonus Action to change the color of the light or have it dim.
- Telepathy: While the Soul Crystal is within 500’ of its Creator, it can communicate with its Creator telepathically. Additionally, the Creator can use their Action to see through the Crystal’s eyes and hear what the Crystal hears. During this time they are blind and deaf with regard to their own senses.
- Psychic Feedback: If the Soul Crystal is reduced to zero Hit Points it is destroyed and the Creator must make a DC:10 Constitution Saving Throw or take 2d6 damage. The Crystal will need to be reformed by undertaking the Ritual again.