Base Class: Cleric
These clerics mostly fall into lawful and neutral aligments with no preference between good and evil. Gods of divination, fortune and misfortune, luck... are entitled to this domain. Considered by some as a mix between clerics and spies because of their anonimity in their mission, these clerics will not spread their god's religion but mostly act in their names from big operations to little decessive moments that spiral in a butterfly effect until the desired consequence is achieved.
Humans and creatures with low life-expectancies are preferred by these Gods, as they feel their tools could become too powerful and corrupt if they had time to compile all the information their powers allow. These clerics are also known to be mostly apathic and balanced with only fervor for ther mission; travelers by work's nature, don't usually bother into making long-lasting relationships.
Usually their arcane focus is a magical item related to divination (ouija, tarot, magic sphere, sack of bones, runes...) with which communicate with their deity.
Blessing of the Weaver
You become proficient in your choice of two of the following skills: Intimidation, Persuasion, Deception or Stealth.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Destiny awareness
Starting at 2nd level, you can use your Channel Divinity to communicate to your God through your arcane focus.
As an action, you present your holy symbol and evoke divination energy and cast Augury free of cost.
If your arcane focus is incomplete you must make a die roll of the choice of the Dm that represent the complition percentage of your arcane focus to succed. So, if your arcane focus its a tarot deck with 20 cards of which you have 6, you must make a die roll of 6 or lower for the casting of the spell to work. This mechanic will be surveyed by the DM, them having the last word about the dice used and the DC to beat.
Channel divinity can be used once per rest having a limit of three times in the same day. Unsuccessful atemps count in this.
Channel Divinity: Destiny Knowledge
From now own you can choose to cast Divination instead of Augury.
Also, you can choose to burn a part of you arcane focus to cast Commune. This can only be done once per long rest and will expend one charge of Channel Divinity.
The burned part of the Arcane focus might be recover throught pious actions or might be lost forever. This decission fall into the DM's hands.
The use of Divination and Commune still fall into the dynamics of te uncomplete arcana focus roll for it to be casted properly.
Divine Strike
At 8th level, 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Destiny's Scissors
At 17th level, when you hit a creature with an enchantment, you can touch the target and use part of your arcane focus to touch a soul's biding to its body and leave your arcane scissor atthe ready. The scissors will last in place for a number of days equal to your cleric level. The scissors are harmless unless you use your action to close them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to make the scissor disappear harmlessly without using an action.
You cannot use Channel divinity while sustaining the Destiny's scissors.
Previous Versions
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2/5/2019 10:28:19 PM
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