Cleric
Base Class: Cleric

Clerics of the Karma domain serve the gods of balance such as Braskall in the world of Sarcosa. They follow the idea that even in the goodest of hearts there can lie a seed of evil or a hint of selfishness. They see this as natural and learn to harness this energy from within themselves or from the hearts of others to send that malicious energy right back to them.

Karma Domain Spells

Cleric Level Spells

1st

bane, hellish rebuke

3rd

blindness/deafness, ray of enfeeblement

5th

counterspell, vampiric touch

7th

guardian of faith, phantasmal killer

9th

contagion, dream

Karmic Blast

When you choose this domain at 1st level, you learn to harness the karmic energy within you to turn it into a blast of pure energy. You learn the eldritch blast cantrip. This cantrip counts as a cleric cantrip to you, but it doesn't count against the number of cleric cantrips you know.

Instant Karma

Also, at 1st level, you facilitate your allies' capacity for revenge. When an enemy creature attacks one of your allies, you can use your reaction to give your ally the ability to inflict instant karma. If the enemy that hit them is in melee range, your ally can instantly make one melee attack on the enemy that hit them without using up their own reaction. 

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: What Goes Around

At 2nd level, you can use your Channel Divinity to balance out the negative energy that a creature has dished out.

If a creature has damaged one or more creatures on their turn, you can use your reaction to bestow a karmic curse on that creature. Until the end of the subject's next turn, every creature damaged by the subject of your curse since the start of that creature's turn can add psychic damage equal to 5 + your cleric level to one of their damage rolls against that creature.

Heavy Karma

At 6th level, your ability to channel karmic energy grows stronger. You can now choose to add your Wisdom modifier to your eldritch blast damage rolls.

Sinful Strike

At 8th level, you gain the ability to infuse your weapon strikes with the weight of your target's sins through karmic 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Frightening Karma

At 17th level, the looming threat of your karmic energy terrifies all those who experience it. When you use your Instant Karma feature and your ally successfully hits their enemy, the enemy must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened of the creature that dealt the Instant Karma for 1 minute. At the end of each of its turns, the creature can repeat the Wisdom saving throw. On a success, the creature is no longer frightened.

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