The stars of Pash-Mara
The City domain is concerned with the citizenry,
commerce, traffic, and even architecture of
modern civilization. In the eyes of a cleric of the
city, the center of modern life is a sense and
spirit of community, and the gravest enemies of
the city are those who seek to harm the common
weal of its citizens.
New spells introduced for the City domain are
marked with an asterisk and detailed in the)
CITY DOMAIN SPELLS
Cleric Level Spells
1st comprehend languages, alarm
3rd find vehicle , heat metal
5th lightning bolt, protection from ballistics
7th locate creature, synchronicity
9th commune with city, Passwall
When you choose this domain at 1st level, you learn the mend cantrip
You gain proficiency with vehicles (land) and with the warhammer
Heart of the City
From 1st level, you are able to tap into the spirit
of community foundin the city. While you are
within any city, you can gain advantage ona
single Charisma (Deception, Intimidation, or
Persuasion) check, and you are considered
proficient in the appropriate skill. You can use
this feature a number of timesequal to your
Wisdom modifier(a minimum of once). You
regain any expended uses when you finish a long
Channel Divinity: Spirits of the City
Starting at 2nd level, you can use your Channel
Divinity to call on the city for aid. As an action,
you present your holy symbol, and any city
utility within 30 feet of you either works
perfectly or shuts down entirely for 1 minute
Additionally, each hostile creature within 30
feet of you must make a Charisma saving throw.
On a Failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangeling wires, high-pressure water erupting from fountains and pavement collapsing in potholes, and so on. A restrained creature can escape by making a succesful strength (athletics) or dexterity (Acrobatics) check against your spell save DC. This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilitis manifest are left to the DM.
Starting at 6th level, your awareness while in the extends preternaturally. While in an urban environment, you are considered proficient in the insight and perception skils, and you add double your proficiency bonus to wisdom (insight) and wisdom (perception) checks, instead of your normal proficiency bonus.
At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. 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 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.
At 17th level, you can use mass transit routes to transport instantaneously to other points in the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.
2nd- level conjuration
casting time: 10 minutes
Range: 30 feet
Duration: 8 hours
You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupies space within range. The vheicle has the statics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. while driving the vehicle, You can make any spell, you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can’t have more than vehicle bonded by this spell at a time. as an action, you can release the vehicle from its bond at any time, cauing it to disappear.
At higher Levels: when you cast this spell uding a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten medium cratures. When you cast this spell sloth of 7th level or higher, you can conjure any type of vehicle, subject ot the DM’s approval.
Protection from ballistics
3rd level abjuration
Casting time: 1 action
Components: V,S,M (a shell casing or arrowhead)
This spell enchants the flesh of the target against the impact of bullets. until the spell ends, the target has resistance to nommagical ballistic damage.
Casting time: 1 action
Components: V, S
Duration: Concentration, up to 1 hour
The crature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage. Synchronicity grants advantage to dexterity (stealth) checks, since the target always finds a handy piece of cover available. Aditionally, the target has advantage on all ability checks made to drive a vehicle.
In the event that two or more creatures under the effect of synchronity are attempting to avoid being incanvenienced by each other , the cratures engage in a contest of charisma each time the effects of the spells would oppose each other.
5th level divination (ritual)
Casting time: 1 minute
Components: V, S
You briefly become one with the city and gain knowledge of the surounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you in sewers an other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they ealate to the area:
1. Terrain and bodies of water
2. prevelant buildings, plants, animals or intelligent creatures
3. Powerful (CR 1 or higher) celestials, fey, friends, elementals, or undead.
4. Influences from other planes of existence
5. electrical currents, wireless signals, and active translit lines and tracks