Domain of the Tower – Cleric Subclass (Solare Setting) Overview: Clerics of the Tower of Lumina are defenders of divine law and sacred knowledge. They are trained as scholars, warriors, and spiritual guides, devoted to upholding celestial balance across Solare. This subclass blends protective magic, historical insight, radiant power, and incorporates Solare's unique contested roll system to reflect divine trials and judgment. --- Subclass Features: **Cleric Level 3 – Domain Features** When you choose this subclass at 3rd level, you gain the following features: **Tower Ward** As a bonus action, you invoke a divine ward around one creature within 30 feet. That creature gains temporary hit points equal to your cleric level and chooses one damage type (except force or psychic) to gain resistance against until the start of your next turn. **Contested Roll – Tower Challenge** When an enemy within 30 feet targets the warded creature with a harmful effect, you may use your reaction to invoke divine judgment. Roll a contested check: your Wisdom (Insight) vs. their spellcasting ability check (Arcana or relevant casting stat). On a success, the effect is negated and the attacker takes radiant damage equal to your cleric level. You can use this feature a number of times equal to your proficiency bonus per long rest. **Tower Domain Spells** You gain domain spells at the cleric levels listed. These spells are always prepared and count as cleric spells for you. |Cleric Level|Spells| |---|---| |3rd|Detect Magic, Command| |5th|Zone of Truth, Mirror Image| |7th|Counterspell, Protection from Energy| |9th|Guardian of Faith, Aura of Purity| |11th|Hallow, Wall of Force| --- **Cleric Level 6 – Divine Knowledge** You may add your Wisdom modifier to all Intelligence (Arcana) and Intelligence (History) checks. Additionally, when identifying magical properties of an item or interpreting divine inscriptions, you have advantage. **Contested Roll – Divine Deciphering** Once per long rest, when interpreting a magical [[glyph]], cursed object, or unknown arcane mechanism, roll a contested Intelligence (Arcana) vs. the object’s DC (based on creator’s spellcasting ability). On a success, you learn its full purpose, origin, and trigger conditions. --- **Cleric Level 8 – Potent Spellcasting** You add your Wisdom modifier to the damage you deal with any cleric cantrip. --- **Cleric Level 17 – Eternal Flame's Blessing** Your connection to the Eternal Flame grants you a divine aura. While you are conscious, allies within 30 feet of you: - Have advantage on saving throws against spells. - Have resistance to radiant damage. Once per long rest, as an action, you may invoke the Eternal Flame: - **Option 1**: Heal all allies within the aura for 4d10 + your Wisdom modifier. - **Option 2**: Deal 4d10 + your Wisdom modifier radiant damage to all enemies in the aura. Affected creatures must succeed on a Dexterity saving throw (DC = your spell save DC) or take full damage, half on success. **Contested Roll – Flame Judgment** When invoking this feature, choose one enemy in the aura. You and the target make a contested roll: your Wisdom (Religion) vs. their Charisma (Deception or Intimidation). On a success, they are blinded until the end of their next turn and take maximum radiant damage from this feature. --- Roleplaying Note: Clerics of this domain are often viewed as arbiters and protectors of ancient truth. They hold positions of spiritual leadership, act as judges in divine disputes, and are revered for their insight into the will of the gods. Many serve directly under the Luminary of the Order of the Tower. Design Note: This subclass synergizes well with defensive party strategies and knowledge-focused campaigns. It provides flavorful utility both in and out of combat, while reinforcing the theme of divine law and radiant authority. The inclusion of contested roll features enhances the uniqueness of the Solare setting by adding divine trials and mental duels into gameplay.