---
# System prepended metadata

title: PRIEST OF GOND
tags: [Cleric]

---

# PRIEST OF GOND

###### tags: `Cleric` 'Gond' 'Channel Divinity' 'Palant house rules' 'Streets of Waterdeep'

## Channel Divinity: Disrupt Constructs (Additional)

Starting at 2nd level, you can use your Channel Divinity to halt a construct. As an action, you present your holy symbol and speak a prayer at a construct, temporarily disrupting its operation. A single construct that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the construct fails its saving throw, it is stunned for 1 minute or until it suffers damage.
Once you reach 5th level any construct that fails its saving throw against this effect is instead charmed for 1 turn per cleric level. The CR of construct you may affect is dependent upon your character level, as shown in the table below:

Cleric Level    CR affected
5th 1/2 or lower
8th 1 or lower
11th    2 or lower

## Runic Inscription (VARIANT FEATURE)
At 6th level you have learned how to inscribe a temporary spell rune onto an item and empower it with a spell. You can only inscribe a spell that you know of 5th level or lower and you must expend a spell slot to inscribe the rune. The level of the spell slot you expend is the slot level at which the rune is inscribed.
Inscribing a temporary rune takes 1 hour and requires the expenditure of 10 gp per the level of the spell slot you expend. You can inscribe a rune on any non-magical armor, weapon, or shield that does not already have a rune, either permanent or temporary. You must remain in contact with the item during the entire process.
At the end of the hour, you select a spell that you know and expend a spell slot to store that spell into the temporary rune. Until the temporary rune is activated, you cannot recover the spell slot you expended when you created it.
For example, you can inscribe a temporary rune and store cure wounds as a 1st level spell by expending a 1st level spell slot. If you expend a 5th level spell slot, the cure wounds spell stored in the rune is cast as a 5th level spell.
This rune remains active for a number of days equal to its slot level used to inscribe the rune. After this time has elapsed, the rune fades away with no effect.
Any creature that is in possession of an item with a temporary rune inscribed upon it may activate it with a touch. This takes the same amount of time as casting the spell stored within the rune and the creature must remain in contact with the rune for the entire time. The creature who activates the rune makes any decisions necessary for the spell, such as targets.