Base Class: Cleric
Your connection to your god has been damaged or severed somehow. Maybe you broke an oath and offended your god, or maybe someone else has damaged your connection to it somehow, or maybe your god has left or even died. Either way your specific god is no longer your source for power, however surprisingly most of your powers remain the same. You are still drawing divine power from somewhere else, maybe another god has silently adopted you, maybe you are drawing power from a combination of beings, maybe you have even absorbed some of the powers your god had previously granted you and made them your own . You do however lose access to the specific powers unique to your god and thus strive to replace them with magic from other sources. By adopting a new god you can change to a new divine domain.
Minor magic
You learn to preform minor miracle on your own. You get 1 additional cantrip from any class spellist and treat it as if it were a cleric cantrip. You gain an additional cantrip in this manner at levels 8 and 12.
Magic supplement
Much like the bard you gain magical secrets from all other classes of magic due to your need to fill the void left by your god. You gain one 1st level spell at level 1 from any class list and you can gain future spells in this manner at the levels listed in the table below. These spells count as cleric spells for you.
|
Cleric level |
Spell level |
Cleric level |
Spell level |
|
1 |
1st |
9 |
5th |
|
3 |
2nd |
11 |
6th |
|
5 |
3rd |
13 |
7th |
|
7 |
4th |
15 |
8th |
Empty soul
You are used to staring into the all consuming void in your soul left by your god granting you darkvision up to 100ft and the ability to see through magical darkness
Consuming void
At level 2 you gain the ability to utilize the void left by your god to your advantage. You gain a number of void points equal to your wisdom modifier plus your cleric level/2 rounded down. These points once expanded can be recovered during a long rest. These points can be used to do the following
- As a bonus action you can spend one point to unleash a 15ft sphere of darkness centered on yourself without expending a spell slot or using any of its components. You can expend extra points to increase the size of the sphere by 15ft per point up to 6 points spent in total
- If a damaging spell is going to hit you or a creature within your sprinting distance,you can use your reaction to jump in the way of and absorb that spell. You must spend a number of void point equal to the level of the spell * 2 for this to work. You need to spend 1 void point to counter a cantrip.
- When casting a damaging spell, you can spend 1 void point to add 1d4 necrotic damage if the spell is. You can spend additional points to add an additional 1d4 damage per point up to 6d4.
Diversifying
At level 6 you have searched high and low for additional magic powers. You gain one of the following
- You make a pact with an otherworldly patron of your choice. Gain 2 eldritch invocations and gain additional eldritch invocations at level 12 and 18. These can be swapped out at every level.
- You have delved into the depth of ancient knowledge. You gain 2 sorcerer points and 2 metamagic options of your choice. You gain additional sorcerer points every 2 levels.
- You gain a pact boon of your choice and 1 related eldritch invocation of your choice. At level 12 you get one more related eldritch invocation of your choice.
Own power
By level 8 you start trusting in and relying on your own innate magical power. You can add your wisdom modifier to your damaging cleric cantrips and spells.
Total void control
At level 17 you finally gain control over your void. The amount of void points you have are now calculated by your wisdom modifier plus your cleric level. Additionally you regain 2d4 void points during a short rest.
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