Cleric
Base Class: Cleric

Though magic is common across the many worlds of Dungeons and Dragons, there are gods and goddesses that despise magic, even though it sustains them. Most deities of this domain — like Mythrien Sarath, Odin, Heka, or Solinari — are not against magic generally, but are noble gods of abjuration, wards, and other defenses against magic, or are against a specific type of magic, such as arcane magic. Others, such as Shar or The Shadow, create a dark or corrupted form of magic itself to replace what they view as inferior or unworthy. Some seek to banish or devour all other magic. A few rare gods of this domain are champions of technology and only oppose the use of magic by mortals. There might even be psionic deities lurking in the Far Realm who spurn all magic that isn't psionic in origin.

Many clerics of this domain hunt for those they see as witches, heretics, and occultists, preventing their foul magicks from completing and preaching to others the true dangers of unrestricted magic. Others twist magic for their own dark purposes and seek to drive away any good-hearted fey or celestials. Most antimagic clerics try to rely on their nonmagical abilities to accomplish their goals instead of their divine power, and they encourage their allies to do the same, channeling their own magic only to even the odds against magic and powerful foes.

For some, magic is a blessing. A wondrous power capable of truly wonderful things. Magic, however, can be volatile and dangerous. From Necromancy which raises corpses from the grave, to Sorcerers unable or unwilling to control the massive surges of power within their blood. Whatever the intent behind it, all magic has the potential to cause terrible damage. Some clerical orders have realized this long ago, and as such have taken steps to combat these powers. These feared Clerics are known by many names: Templar, Legates, Mage Hunters. All serve a similar purpose: To hunt down and destroy practitioners of the Arcane. Some are noble, and hunt only those who have done terrible things, keeping those who would exploit such power in check. Others follow deities who wish to see the scourge of the arcane to be wiped from existence.

 (Conflux Inquisitors)

Domain Spells

You gain domain spells at the cleric levels listed.

AEther Domain Spells

cleric LEVEL SPELLS
1st shield, absorb elements
3rd tasha's mind whip, immovable object
5th counterspell, hypnotic pattern
7th raulothim's psychic lance, stoneskin
9th rary's telepathic bond, hold monster

AEther Bulwark

At 1st level, Due to your search of the truth you gain the ability to find it.

You gain double proficiency in Insight and Investigation.

when you or a willing creature within 30 feet of you fails a saving throw, you can use your reaction to roll 2d4 and add the result to the total for the saving throw, potentially causing it to succeed.

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

Also, you are warded against foul magic. You always have advantage on saving throws against curses, possession, and magic that reads your mind or changes your memories against your will.

Channel Divinity: Alter AEther

Starting at 2nd level, when a creature that you can see within 30 feet of you casts a damaging spell at a level that you can also cast, you can change the damage type (but not the amount of damage die that are rolled) of that spell to one of your choosing.

Channel Divinity: Arrest

Starting at 2nd level, you can use your Channel Divinity to restrain a creature for later judgement.

As an action, you present your holy symbol. One creature of your choice within 30 feet must make a Dexterity saving throw, or be restrained, blinded and deafen for 1 minute. The creature may attempt a Strength saving throw against your spell save DC at the end of each of its turns ending the effect early on a success.

AEther Ward

Beginning at 6th level, when you perform a spell that nullifies magic dispel or counterspell you can add your proficiency if a roll is required. 

Additionally if you cast a spell on you or another creature using a spell slot of 1st level or higher or a use of your AEther Bulwark, you may give that creature resistance to one type of damage for one instance of that damage

AEther 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 force damage to the target.

When you reach 14th level, the extra damage increases to 2d8.

Countermeasures

Starting at 17th level, Whenever a creature within 60 feet of you attempts to target you with a spell may use your reaction to use your Arrest against them, without expending a use of your channel divinity. You may only do this wisdom mod per long rest.

 

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