Remove these ads. Join the Worldbuilders Guild

Hollow Tempest Cleric


Hit Points

Hit Dice: d8 per Hollow Tempest Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Hollow Cleric level after 1st

Proficiences

Armor: light armor, medium armor, shields, heavy armor
Weapons: simple weapons, martial weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion.

Overview & Creation

Once a conduit of Thor's might, able to conjure great tempests, thunderstorms and gale winds, the loss of your soul has severed you from your god and left you unable to commune with him for his blessings and favours. Left behind is your knowledge of the movement of your gods domains, and a special attunement to his magic.   Hollow Tempest Clerics are clerics that have lost their soul. While they are no longer able to commune with their gods and ask for divine interventions, they still have a unique affinity for the magic resident in their gods domains, such as the seas, water, weather and air. A Hollow Tempest Cleric is able to attract thunder that can arch to their enemies, conjure up great waves to carry their ships over great distances and manipulate the air to sabotage enemy movement or simply send them flying.


Class Features

Attunement   Every 4th level, as well as at level 1, the hollow cleric can become familiar with one kind of magic that they will then be able to attract and manipulate to a certain extent. These "domains" as one might call them are detailed in the sub-class options. Additionally, the hollow can choose to reinforce their attunement with a current domain, instead of picking a new one. Doing so grants various boons to the abilities within the domain, detailed by the description of the ability itself.   Magic Absorption   Hollows cannot be hit directly by magic, instead, the power of the spell is absorbed by them before the spell itself has any effect. This only counts for targeted spells, and is useless against area spells. When a spell is absorbed, pressure increases by the spells level divided by two, rounded up.   Initial Attunement   At 1st level, the cleric chooses their first attunement and gains the abilities that comes with it.   Second Attunement   At 4th level, the cleric chooses their second attunement.   Ability Score Improvement   At 4th level, you can increase one ability score of your choice by 2, or two ability scores by one. You cannot increase an ability score beyond 20 using this. Alternatively, you can chose a feat.   Third Attunement   At 8th level, the cleric chooses their third attunement.   Ability Score Improvement   At 8th level, you can increase one ability score of your choice by 2, or two ability scores by one. You cannot increase an ability score beyond 20 using this. Alternatively, you can chose a feat.   Combined Powers   At 10th level, the hollow cleric becomes able to manipulate two separate domains at the same time, within the same action, at regular pressure costs.   Fourth Attunement   At 12th level, the cleric chooses their fourth attunement.   Ability Score Improvement   At 12th level, you can increase one ability score of your choice by 2, or two ability scores by one. You cannot increase an ability score beyond 20 using this. Alternatively, you can chose a feat.   Harmonic Powers   At 15th level, the hollow cleric can manipulate three separate domains at the same time, within the same action, or manipulate two domains at the same time for half the pressure intake.   Fifth Attunement   At 16th level, the cleric chooses their fourth attunement.   Ability Score Improvement   At 16th level, you can increase one ability score of your choice by 2, or two ability scores by one. You cannot increase an ability score beyond 20 using this. Alternatively, you can chose a feat.   Final Attunement   At 20th level, the cleric chooses their fifth and final attunement.   Absolute Control   At 20th level, the hollow cleric can manipulate three separate domains within the same domain at half the pressure intake.


Starting Equipment

Same as Cleric.


Spellcasting

Manipulating their inner magical vacuum, a Hollow is able to attract magical forces attuned to him from long distances, often at high velocities and with great force. As a Hollow uses this attraction force, the pressure of their vacuum increases to equalize with that of the environment, but due to the clerics lack of soul an excess amount of magic can result in illness, mutation and even death.   Pressure Whenever a Hollow uses their abilities, they fill in the vacuum of their soul with foreign magical power. The "natural" state of the hollow is that of a complete vacuum, and anything else is unhealthy, if not harmful for them. Pressure goes from one to ten, increasing whenever a power is used or when the hollow is hit by a spell (see class features) and decreasing following a long rest or a purge (see Purge below).  

  • 0: Complete Vacuum, state after purge or long rest
  • 1
  • 2
  • 3
  • 4: Low Pressure: Headache, nausea and other minor ailments that distract but do not disable the hollow.
  • 5
  • 6
  • 7: Atmospheric Pressure: The foreign arcane energies inhabiting the hollow will start to deform and break down the hollow. The DM has specialized rules for mutating when this level of pressure is attained. Mutations are random and permanent
  • 8
  • 9
  • 10: High Pressure: Extremely toxic to the Hollow. Blood cells will start dying en-masse, tumours will sprout all over the body and muscles essential for life. such as the heart and lungs, will start failing.
  • 11+: Extreme Pressure: Fracturing (involuntary purging) and/or death.
  • Managing pressure is extremely important to the hollow, which leads into the next important and universal part of hollows.   Purging Since it is unnatural for a hollow to contain any magic at all, he can choose to expel it from his body via a process known as purging where the magic is forcefully ejected from the body in the form of random "spells". Purging is done as an action in combat, when done the user must roll one d4 which will be used to determine the amount of spells, as well as their level. The effects of the purge are determined as following:  
  • Amount of spells: Pressure / d4 (the d4 from eariler), rounded up
  • Level of spells: Pressure / (d4+1) (still the same), rounded up
  • Direction of spells: 360 / d8 degrees from the hollow
  • Distance of spells: Max range / d10
  • Target (for targeted spells): Closest person to the caster, with each consecutive spell going to the second closest person, then the third, etc.
  • All of this is likely rolled by the DM, as well as the actual spells themselves which are rolled from the table found [here](http://www.dxcontent.com/5e_RandomSpellTables.html).   Manipulation Skill As your level increases, you will become much more efficient at attracting energy, allowing you to lessen the amount of surrounding energy absorbed and therefore decreasing the amount of pressure gained when using more extreme feats of manipulation. For example, a hollow tempest cleric might want to attract the air behind a foe to push him into the clerics weapon, enhancing their attack. Since the air is close by, being right behind the enemy who is close to you, the distance will not affect the pressure intake. The power might go from small, only increasing the weapon damage by a single d8, to mighty, pushing the enemy into the clerics weapon with the force of a hurricane instantly fragmenting their skull with the power of 5d10's. A small gale size would hardly increase pressure, while a mighty attraction might incur as much as 2 or 3 based on the size of the gale. Localizing the gale at the enemies feet would maybe only make him trip, but would be a lot less pressure-intensive than a full body of air to push the entirety of the enemy, which might add another 1 or 2 pressure to the cost, based on the size of the enemy.   On top of this, the tempest cleric might accidentally attract more or less than intentioned, particularly in the beginning. These random effects are decided by rolling 1d3, with every number after one incurring one random effect. To use the previous example, the cleric might accidentally attract a larger body of air, they can then chose to either extend the current power level to the entire wind, or resume the same power-level, thus spreading the force of the gale over a larger area, potentially making it less effective.   The exact amount of pressure gained is generally arbitrary and left to the discretion of the DM, but will be proportional to the ability and penalty used. When a cleric gains increased mastery over their internal vacuum, namely at every 5th level (5, 10, 15 and 20), the cleric becomes able to negate these errors and even go beyond:   Level:  
  • 1st: Whenever an ability is used, a d3 is rolled to determine an unfortunate consequence of casting
  • 5th: The d3 can be ignored.
  • 10th: Adverse effects can be either ignored or manipulated freely to produce minor additional effects for the same pressure cost.
  • 15th: Up to two additional minor effects can be chosen at will.
  • 20th: The additional minor effects become free in terms of pressure.

  • Subclass Options

    Air Attunement   The Hollow Cleric becomes specially attuned to the magic present all around them in the air. Air is free-flowing and easy to manipulate through its magic, but its lack of magical density makes it hard to scale upwards in terms of strength. With this attunement, the cleric will be able to run faster with constant gale winds at their back, push friendlies out of harms way, or push arrows off course. An unfortunate limitation is that of air present in living beings, as the greater magical signature of these beings completely masks the underlying magic within.   Aerosol Attunement   By carefully sensing the magic in the air, the hollow cleric becomes able to sense and manipulate the fine non-gaseous material in the air, such as dust, humidity (fog, or steam, for example) and even viruses. These substances are much denser magic-wise than just air, and can be used to conjure smaller, but much more concentrated effects.   Water Attunement   The Hollow Cleric becomes attuned to the magic native to water, whether it be lakes or the ocean. Like air, water is free-flowing and the magic inside is easy to manipulate. Water, however, has much denser deposits of magic, making the cleric capable of conjuring much more powerful effects than with air. Attracting water can make swimming easier by generating torrents, pulling the water out of mud to make it more traversable, or just simply shoot jets of scalding hot geyser water at unsuspecting opponents. Once again, water that is masked by life, such as blood or water inside plants, is not manipulatable under normal circumstances. Ice IS manipulatable, it is, however, slightly more straining.   Solution Attunement   As is often the case with water, it contains all sorts of solids or even gasses inside of it. By manipulating these magical combinations as a great whole, the cleric is able to manipulate them as an entirety. This makes the cleric able to not just pull the water out of mud, acids or sludge, but to manipulate them in their entirety.   Weather Attunement   The Hollow Cleric becomes able to manipulate the great magical streams that course through the sky, attracting everything from lightning to fog. The magic responsible for the weather is grand and powerful, and absorbing it can prove both rewarding and deadly, with a lot of potential uses being double-edged swords. Attracting lightning from a cloud and hoping that whoever is close to you is taller and more conductive than you can be a risky, but devastating skill, as can attracting clouds to make the subsequent fog obscure both you and your enemies. It goes without saying that this attunement becomes significantly more deadly in thunderstorms, and essentially useless when there are no clouds in the sky.   Grand Meteorology   By attracting choice parts of weather streams, the tempest cleric can afflict long-term changes in weather if given enough time. This process is lengthy and complicated, and impossible to perform during combat or other stressful activities, but can be used to change the weather of an area significantly by attracting key pieces of the magical streams that run through the heavens.   Focus   While not an attunement in and of itself, this represents the clerics ability to manipulate their areas through the masking that other signatures create. This can be used to manipulate magic otherwise unreachable, such as the water inside of a plant or continuing to channel grand meteorology while underground. However, even with this level of focus, magic masked by the soul of a sentient is still unreachable to the cleric. Regular animals however, can be manipulated at will.   Flow   The soul is no barrier for your influence, dexterously manoeuvring your reach through the strands of sentience, you are able to manipulate elements through all interference and at great ranges. Allows you to pull air out of lungs, separate water from blood cells and pull the very spell slots from within a person. These things are taxing for you however, and the pressure cost is great.
     


    Created by

    Zoneling.

    Statblock Type

    Class Features

    Link/Embed