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Liminal Domain

Notes from the Finger:

Cleric Subclass: Liminal Domain

The various gods of thresholds and doorways belong to the Liminal Domain — the space between here and there, between within and without. This domain governs the state of transition and locations of transience, in which many people pass through, but none remain. Places such as crossroads, empty thoroughfares, and abandoned towns are all liminal spaces imbued with the power of this domain. Liminal clerics command this timeless and transient space, bringing pockets of it with them wherever they travel.

Liminal Domain Spells
Cleric Level Spells
1st alarm, silent image
3rd arcane lock, knock
5th blink, slow
7th confusion, private sanctum
9th dream, passwall

Liminal Space

Starting at 1st level, you can draw upon the loose and transient properties of liminal space to alter the world around you. As a bonus action, you can add 10 feet of space or subtract 10 feet of space between you and a creature of your choice that you can see within 60 feet of you until the end of your turn. This effect folds space in subtle ways, which observers might see as a momentary trick of perspective. Adding or subtracting space between creatures doesn’t remove objects between them or provoke opportunity attacks. You can use this ability to cast a spell with a range of Touch at a longer range, escape from a creature’s reach without provoking an opportunity attack, or bring a creature temporarily within range of one of your spells.
      The range of this ability increases by 5 feet at 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

Pseudothyrum Sense

Starting at 1st level, the deities of doors alert you when doorways are near. As an action, you can focus your senses to detect if a secret door or trap is within 30 feet of you.

Channel Divinity: Ward Portal

At 2nd level, you can use your Channel Divinity as an action to ward a doorway, window, or other portal within 5 feet of you from entry. If there is no entryway within 5 feet of you, a 5-foot diameter portal, which resembles a glowing ring, appears at a point you choose within 5 feet of you. For the next 10 minutes, an invisible divine spirit watches over the warded portal.
      When you use this feature, you can designate any number of creatures you can see to be unaffected by it. An affected creature that attempts to pass through the warded portal must make a Wisdom saving throw against your cleric spell save DC or take 2d6 radiant damage for each point of your proficiency bonus. If a creature fails its save by 5 or more, it is magically prevented from crossing the threshold, and its speed is reduced to 0 until the end of its turn.

Möbius Zone

By 6th level, you can use your action to fold space in on itself, creating an enclosed liminal region which lasts for 10 minutes or until you lose your concentration (as if you were concentrating on a spell).
      You choose the exact area of this region, as long as its total space fits within a 30-foot-radius sphere, centered on a point you can see within 120 feet of you. The boundaries of this region are invisible. If a creature within the region attempts to leave it, it must make a Charisma saving throw against your spell save DC or be teleported to another boundary to the region of your choice. For example, a creature might attempt to leave a door of an enclosed tavern, only to reenter it from the back entrance. Creatures outside the region can enter it as normal.
      Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd-level or higher to use it again.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Time Stands Still

Starting at 17th level, when you start your turn, you can choose to stop the flow of time around you (no action required) until the end of your turn. No time passes for other creatures, but you can move and take actions as normal. While time is stopped, you have advantage on attack rolls and saving throws, and other creatures automatically fail Strength and Dexterity saving throws.
      Once you use this feature, you can’t use it again until you finish a short or long rest.

 

One Comment

  • Suzuki says:

    Liminal Space is wrong- Says 10ft in the description, but at the bottom where it says ‘Increases by 5ft at ___ level’, it starts at 5ft and moves to 10, 15, then 20. What?

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