Melissa (Mal and Tal, LLC)

The Melissa, which means “bee,” is the high priestess of Demeter. The Greeks look upon the bee as a symbol of the feminine potency because while creating a magical elixir known for its preservation properties, they also pollinate flowers and increase plant fertility.

The Melissa is the only woman with access to the Sacred Altis and watches the Olympic Games from her seat in the temple of the goddess, on the eastern side of the stadium.

This privilege is handed down from prehistoric times, when there was a sanctuary in Olympia for the worship of the goddess Demeter and other women deities of the earth and fertility, such as Rhea and Artemis. The Melissa is selected from among the women of Elis every four years and her office is of great importance.

The Melissae are best known for their access to the Eleusian Mysteries.

Table: Melissa Domain Spells
Cleric Level Spells
1st entangle, goodberry
3rd locate animals or plants, gentle repose
5th plant growth, speak with dead
7th blight, grasping vines
9th commune with nature, raise dead

Epopteia

Upon choosing this domain, you can enlighten those who wish to follow the journey through darkness to the light. If you share Demeter’s story for at least 1 minute, you can attempt to inspire hope in your audience. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Channel Divinity: Demeter’s Sorrow

At 3rd level you reenact the sorrow of Demeter’s loss of Persephone. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one use of your channel divinity, subtracting 1d6 from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. The die roll to reduce the damage increases to d8 at 5th level, d10 at 10th level, and d12 at 15th level.

Demeter’s Grief

At 6th level, you share Demeter’s grief as she mourns the long time without Persephone’s return. If you speak to a humanoid alone for at least 1 minute, you wrack it with grief. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short rest or long rest.

Channel Divinity: Demeter’s Joy

At 10th level you rejoice upon the return of Persephone.

As a bonus action, you can expend one use of your Channel Divinity to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Dromena

At 17th level, you can travel to the underworld in pursuit of lost souls. Using this feature, you can cast etherealness.

Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.