Obscurity incarnate, substantial nothing. Forgetfulness and hazy weather, fog has many forms that shroud truth, encumbering safe travel and hiding peril. Gods can disappear and be forgotten behind the billowy veil, and some fog priests attest that this is only possible because fog, in its many forms (material or not), is a god. No tenable proof exists by design.
Information concerning worshipers of omnipotent formlessness is unclear. None carry written word of their worship, their temples exist but are impossible to find. A rumor circulating Faerun claims that acolytes forget their own names in exchange for divine favor. Anonymity is their strength and, by definition, fog priests prefer to function from behind concealment, drawing on smokescreens and clouds to mask their presence and intent. They have the ability to condense gas into solid matter, to vaporize material, and blessings granted by their god improve drastically when they are obscured in fog.
What they truly believe, in fact, is the best way to mend the wounded is to prevent harm outright. Medical supplies and miracles won’t run out if they aren’t needed. Using fog to hide the paths your deity forbade you from traveling down obviates the possibility that the adventuring party will regret it later. Many fog priests have been asked to cast a curtain of concrete cloud over tragedies so the morale of a community may improve.
Shroud Domain Spells
1st level Fog domain feature
1st – Fog Cloud, Silent Image
3rd – Blur, Misty Step
5th – Gaseous Form, Stinking Cloud
7th – Confusion, Phantasmal Killer
9th – Cloudkill, Modify Memory
Gift of Clarity
1st level Fog Domain feature
You can see through opaque fog.
Obscure Advantage
1st level Fog Domain feature
You, and any creature of your choice that you can see, gain the benefits of half cover when you, and they, are heavily obscured in fog.
Channel Divinity: Become Fog
2nd level Fog Domain feature
As an action, you can transform into fog for up to 1 minute or until rendered unconscious. As fog you gain the following benefits: an opaque fog that heavily obscures a 20ft radius centered on you follows you wherever you go; you have immunity to all non-magical damage and advantage on Strength, Dexterity, and Constitution saving throws; you may roll twice and choose the better result whenever you cast a spell that would restore hit points to yourself or a creature you can see within 20ft of you. Additionally, you can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can’t fall and wind can’t carry you away.
As fog you can’t manipulate objects and any objects you are carrying or holding can’t be dropped, used, or otherwise manipulated. You can’t attack but can speak and cast spells that do not require material components.
Fog Shield
6th level Fog Domain feature
You can condense particles floating in fog into a magical barrier that absorbs damage. When you or another creature takes damage, you can use your reaction to expend one spell slot and reduce that damage by an amount equal to your proficiency bonus multiplied by the spell slot’s level. This feature can only be used on yourself or creatures you can see, so long as you, or they, are lightly or heavily obscured in fog.
Divine Strike
8th level Fog Domain feature
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 damage. This damage ignores resistance and immunity to cold when you and the creature you hit are heavily obscured in fog. When you reach 14th level, the extra damage increases to 2d8.
Fogweaver
17th level Fog Domain feature
You can weave fog into magical energy that can restore spell slots. Whenever you expend a spell slot while lightly or heavily obscured in fog you can roll 1d20. If you roll 10 + the spell slot’s level or higher, you regain that spell slot.
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