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Church of Traladara (Clerical Domain)

The Church of Traladara is another of the Pantheon Churches I wrote about previously. This one is also found in Karameikos, However, it is the original religeon of the region, from before the Thyatian Invaders came into the country.


Church of Traladara

The Church of Traladara is an ancient religion stretching back thousands of years to ancient Traladara, long before the crowning of the first Emperor of Thyatis. The Church centers around the teachings of three primary Immortals – Halav the Patron of Warfare and Weaponsmiths, Petra the Patron of Defence and Cities, and Zirchev the Patron of Forests and Hunters.
The primary document of Church teaching is the Song of Halav, an epic legend passed down through the centuries to modern day. The Song of Halav tells of the struggle of King Halav and the Traladaran people against an invading force of beast-men. The Song is a long work, and one that has moral and ethical teachings embedded throughout. Part of the traditional duty of the priests of the Church is to extract the teachings of the Immortals from the Song, and to pass this knowledge on to their faithful.
These teachings from the Song have been codified into a work called the Concordance. The Concordance is organized into a number of chapters, opening with the Song of Halav, and followed by the traditional teachings. The Concordance also contains a complete history of the Traladaran people, kept up to date by the priests of the Church.
Outside of ethics and morals, the Church teaches that simple, non-magical divinations can be used by the faithful to determine the will of the Immortals. The priests themselves teach fortune-telling through reading tea leaves or cards to those faithful who are interested. Many priests are schooled in astrology and the daily ceremonies of the church usually incorporate some kind of non-magical divining to determine what the Immortals want on a given day.

Domain Spells

Cleric LevelPrepared Spells
1stAnimal Friendship, Shield of Faith
3rdBarkskin, Warding Bond
5thLeomund’s Tiny Hut, Spirit Guardian
7thFreedom of Movement, Grasping Vine
9thCircle of Power, Tree Stride

1st Level: Fortress

Starting at 1st level, when you or a creature within 5ft of you is hit by an attack or fails a saving throw, you can expend a reaction to add your wisdom modifier to the AC or to the saving throw roll, potentially causing the attack to miss or the saving throw to succeed. You can use this feature a number of times equal to your wisdom modifier, and regain all expended uses on a long rest.

2nd Level: Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

6th Level: Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

8th Level: Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

17th Level: Bastion of Invulnerability

Starting at 17th level, you can choose one damage type when you finish a long rest. You gain immunity to that damage type until you choose a different one with this feature.

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