Luxon Domain

Luxon Domain Spells:

Level Spells 1st Catapult, Gift of Alacrity 3rd Fortune's Favour, Levitate 5th Haste, Slow 7th Glimpse the Infinate, Compression 9th Reincartate, Telekinesis

Knowledge of the Luxon

At 1st level, you gain proficiency in History and your proficiency bonus is doubled for any ability check you make that uses that skill.

Dunamantic Focus

As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Manipulate Gravitiy

Starting at 2nd level, you can use your Channel Divinity to tap into a divine power of the Luxon to manipulate your enemies. As an action a creature or object within 60ft must make a STR saving throw against your spell save DC, if they failed you can move them 15ft in any direction.

Channel Divinity: Master of Fates

At 6th level, you can use your Channel Divinity to twist the fates your advantage. When you roll a D20 you can choose to replace the number rolled with a 10, you can do this before or after you roll the die, but before the outcome is determined.

Potent Spellcasting

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

Exemplar of the Luxon

Starting at 17th level, you can call up visions of the all possible futures to see beyond your surroundings. As an action you can channel the energy of the Luxon into yourself for a short time gaining the effect of the Foresight spell for one hour.

New Spells

Glimpse the Infinite

4th-level Dunamancy

Casting Time: 1 action

1 action Range: 60ft

60ft Components: S, V, M (an intwined lock of string)

S, V, M (an intwined lock of string) Duration: Instantaneous

You shift the perception of a creature within sight causing them see countless possibilities of each action but with no connection, they must make an Inteligence saving throws or have disadvantage on all attacks until the spell ends, they can make an Inteligence saving throw at the end of each of there turns.

You choose a point within range and forcibely shift the perception of a creatures within range causing them see countless possibilities of their next action but with no connection. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw.A target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has is unable to asertain whcih course of ation is the correct choivce for 1 minute. During that time, has disadvantage on all attacks until the spell ends. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Compression

4th-level Dunamancy

Casting Time: 1 action

1 action Range: 90ft

90ft Components: S, V, M (a block of lead)

S, V, M (a block of lead) Duration: Instantaneous

You reach out and warp gravity at a point within range forcing it to cripple your opponents. Each creature in a 20-foot-radius sphere centered on that point must make a Constition saving throw. A target takes 5d6 force damage and has their speed reuced to on a failed save, or half as much damage and have their speed reduced to half on a successful one.

If a creature is reduced to 0 hit points by this spell they die as their body is crushed into a small cude roughly the size of a fist.

Credit: Kyounghwan Kim