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Church of Karameikos

The Church of Karameikos was an effort to blend Traladaran religion with Thyatian. Each immortal represents one of the twelve virtues. The twelve immortals of the Church of Karameikos and their Domains are:

  • Cleverness–Korotiku the Trickster
  • Compassion–Chardastes the Healer
  • Courage–Halav Red-Hair
  • Craftsmanship–Kagyar the Artisan
  • Defense of the Weak–Petra the Holy Defender
  • Discipline–Djaea, Averter of Catastrophes
  • Justice–Tarastia the Just
  • Love–Valerias, Patron of Lovers and Girder-on of Weapons
  • Patience–Khoronus, Father of Time
  • Peacefulness–Koryis, Patron of Peace and Prosperity
  • Respect for Nature–Zirchev the Hunter
  • Scholarship–Ixion the Adventurous Scholar

The Church of Karameikos’ most fundamental practice is that of taking responsibility for one’s ill deeds and doing penance for them. Anyone can be redeemed if they are willing to accept their own guilt and pay for it. The state of your soul at death is determined by how many of your sins you have done penance for.

The state of one’s soul at death determines one’s fate in the everlasting life. Those who die without repenting their ill deeds sink into one of the hells, as appropriate for their greatest sin. Those who die with their soul sufficiently cleansed by repentance and penance rise to the heaven which most closely reflects their greatest virtue. The most holy of those join the ranks of the Champions who serve the Immortals.

The Clderics of the Church of Karameikos’ primary duty is to help the people return to the path of morality and help them stay on the paths that will lead to the heavens. A full write up of the Church of Karameikos is found on the Vaults of Pandius Website.

Domain Spells

The Church of Karameikos is a Pantheon Church with multiple Immortal Patrons, and as such the Domain Spells are chosen from the 12 Immortals. (See Pantheon Churches)

Cleric LevelPrepared Spells
Level 1Charm Person, Heroism
Level 3Lesser Restoration, Magic Weapon
Level 5Clairvoyance, Mass Healing Word
Level 7Divination, Guardian of Faith
Level 9Greater Restoration, Mass Cure Wounds

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

1st Level: Emboldening Bond.

This gift is given by the Immortals of the Wind Heaven; Korotiku, Halav & Koryis. You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (This can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, and ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

2nd Level: Channel Divinity: Magic Defense

This Gift is given from the Immortals of the Stone Heavens; Djaea, Kagyar, Valerias. You can use a bonus action to spend a Channel Divinity use as a reaction to be proficient with all saving throws against magic for a round.

6th Level: Blessed Healer

This Gift is granted by the Immortals of the Water Heaven; Khoronus, Chardastes, & Petra. The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

8th Level: Potent Spellcasting

This gift is granted to the cleric by the Immortals of the Fire Heaven; Ixion, Tarastia & Zirchev. You add your Wisdom modifier to the damage you deal with any clerical cantrip.

17th Level: Corona of Light

This ultimate Gift if granted by the combination of all 4 heaven’s Immortals. You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

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