STRONGHOLD: THE TEMPLE (Level 1)
A temple grants the supplicant a direct line to the object of their worship. The supernatural entity they call on grants them rewards in exchange for faithful service, including access to boons and battlefield abilities depending on the character’s concordance.
Concordance and Petitioning your Deity
This is the measure of how pleased your deity is with you. If they are pleased enough to reward you, you are “in concordance” with them. Certain actions can make you gain or lose concordance. Failing to act when you have an opportunity causes you to lose concordance, as an example.
As an action, you can petition your deity for aid. The GM rolls with specific variables to determine how effective your petition is, in conjunction with your concordance.
BENEFIT #1:
Demesne Effects
The temple is a bastion of faith for believers and adherents to their deity’s laws, and a symbol of resistance against those forces that oppose the player’s god, creating the following effects:
- Folks who live in the demesne feel heartier, and are immune to disease.
- The cleric or paladin can sense the prayers of those living in their demesne who are in concordance with the cleric’s deity.
- Evil creatures in daylight have disadvantage on attack rolls, saving throws, and ability checks.
BENEFIT #2:
Stronghold Actions
On initiative count 20 (losing initiative ties), the player may take a stronghold action to cause one of the following effects. They must be in the same hex or province as their stronghold, and can’t use the same effect until after a short or long rest. (If multiple players share this stronghold, these actions exist as a pool for the group, not per each individual):
- All enemies within 30 feet of you must succeed on a Constitution saving throw or suffer the effects of the contagion spell.
- Shafts of golden light stab down from the sky, penetrating walls and ceilings. The beams target all undead, demons, and devils within 60 feet of you, even those hidden or invisible.Targets must succeed on a Wisdom saving throw or be annihilated.
- You and all allies in the stronghold recover all Hit Dice and gain 30 temporary hit points.
- Choose an ally within sight to gain an AC bonus equal to your Charisma bonus, as their armor becomes gold, for 10 minutes. Each ally can be
affected by this ability only once per day.
BENEFIT #3:
Class Feature Improvement
Manifest Divinity
When you use your Channel Divinity class feature, all allies within 30 feet regain 3d8 hit points. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
OR
Righteous Smite
Your Divine Smite burns through enemy resistance. Enemies normally resistant to either radiant damage or your weapon damage lose it. Enemies immune to either type of damage are now resistant to it, and enemies without resistance to either radiant or your weapon damage become vulnerable. You can do this for a number of attacks equal to your stronghold level, after which you must take an extended rest to refresh this ability.