Cleric
Base Class: Cleric

Cleric Divine Domain

For all who have suffered at the hands of the Dark Carnival's path of conquest, the innumerable crimes of Hughe Percival Lockcross can hardly be put into words. Despite his countless atrocities, there are few acts committed by the Dark Ringmaster that are more an affront to the gods than the unholy establishment of a clergy solely devoted to his twisted brilliance. How he managed to accomplish such a feat without having divine authority or portfolio is unknown, although it is said many wretched experiments were done to reach this aim. The end result was the creation of a sect of powerful ur-priests within his ranks -- those whose blind devotion to the Dark Carnival and their illustrious leader are so profound that it allows them to leech power from actual gods to fuel and evoke a bastardization of divine magic.

When preparing their spells for the day, these clerics enter a trance -- during which they siphon power from any one god without notice. Due to the manner in which their divine magic is acquired, these abominations to the gods end up developing resistances and banes to true practitioners of faith.

Affectionately referred to as "Vicars" by other Darklings within the Dark Carnival and granted the same as a title, the modern initiation to become such a cleric requires consensual surrender to the will of the Dark Ringmaster before warping the very nature of their soul to his machinations. Upon the ceremony's completion, these newly established Vicars become the voice for the Dark Carnival and are often sent forth to act as emissaries in new worlds and lands.

Eccentric Quirks

While the means by which Hughe Percival Lockcross parodied powers exclusive to other clergies are widely unknown, the outcomes are not so secret. As the result of such unorthodox channeling of divinity, the mannerisms of clerics who undergo initiation are forever changed in ways only the Dark Carnival could appreciate.

Eccentric Quirks
d6 Quirk
1 The utterance of a true god's proper name, whether from the mouth of yourself or another, makes you immediately nauseous.
2 Despite clear evidence to the contrary, you speculate whether or not gods are real; that divine magic is just another method to channel the arcane.
3 You end every complete statement with "Wretched Be".
4 You believe anyone (other than the Dark Ringmaster) wearing a top hat is an affront to the cosmos itself.
5 You believe anyone with a clearly defined mustache is to be immediately trusted.
6 Even when not in his presence, you fawn over the Dark Ringmaster to an almost unhealthy degree.
Eldritch Domain Features
Cleric Level Feature
1st Domain Spells, Bonus Cantrip, Abhorred by the Gods
2nd Channel Divinity: Divine Comedy
6th Warped Transference
8th Potent Spellcasting
17th Profane Theft

Bonus Cantrip

At 1st level, you learn the eldritch blast cantrip. It counts as a cleric cantrip for you, but doesn't count against your number of cantrips known.

Abhorred By The Gods

Starting at 1st level, your soul is branded as an affront to all things both holy and unholy. You have advantage against being charmed or frightened by celestials, fiends, undead, and humanoids who have the Spellcasting feature from a divine source (such as clerics, druids, paladins, and rangers).

In addition, at 2nd level your Channel Divinity: Turn Undead feature also affects celestials and fiends. This does not extend to the Destroy Undead feature.

Channel Divinity: Divine Comedy

Starting at 2nd level, you can use your Channel Divinity to unleash depths of madness only the Dark Carnival can offer.

As an action, each creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw. If a creature fails its saving throw, it must roll a d4 at the start of each of its turns to determine its behavior for that turn.

d4 Behavior
1 The target uses half its movement to move in a random direction at the start of its turn and frolics as it does so. To determine the direction, roll a d8 and assign a direction to each die face.
2 The target falls prone in an uncontrollable fit of laughter, becoming incapacitated and unable to stand up (as if affected by Tasha's hideous laughter, no concentration required).
3 The target begins to sing its favorite song at the top of its lungs and is unable to communicate or fulfill verbal components for spells. If the target does not speak a language, it shrieks its heart out instead.
4 The target cannot resist the need to groove and begins comically dancing in place. It must use all its movement to dance without leaving its space and is unable to fulfill somatic components for spells.

At the end of each of its turns, and each time it takes damage, an affected target can make a Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. If it succeeds, this effect ends for that target.

Warped Transference

Starting at 6th level, your ability to manipulate your ill-gotten powers becomes more fluid as you are able to exchange weaker spells for a stronger one. As a bonus action, you may expend any number of spell slots to restore one expended spell slot with a combined level equal to or less than the slots expended in this way. The restored spell slot cannot exceed the maximum spell level available to you and can't be 6th level or higher.

For example, if you expend two 1st-level spell slots and one 2nd-level spell slot using this feature, you can restore one 4th-level spell slot or lower.

Once you use this feature, you can't use it again until you finish a long rest.

Potent Spellcasting

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

Profane Theft

At 17th level, your ability to steal power from the gods extends to your enemies as well. Using this feature, make a melee spell attack against a creature you can reach. On a hit, roll 2d4.

If the target creature has the Spellcasting or Innate Spellcasting feature and unexpended spell slots/uses, it loses a combined level of spell slots/uses (in ascending order of lowest spell level) equal to the roll (rounded down) and you restore spell slots equal to the amount of spell slots/uses the target lost in this way. Cantrips and At will spells are not affected by this feature.

If the target has no unexpended spell slots/uses or cannot cast spells, you instead deal twice that amount in necrotic damage and regain health equal to the damage dealt.

Once you use this feature, you can't use it again until you finish a long rest.

Eldritch Domain Image

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