Cleric
Base Class: Cleric

You have suffered many sins or have indulged in many yourself. You channel this power too fight others and use their sin to your advantage. Repent and may you be saved

Sight of Absolution

At level 1, You gain proficiency in perception, if you already have this, you gain expertise. You can see into the soul of another being and tell if their actions would consider them. Good, Neutral, or Evil. You can use this as many times as your wisdom modifier (minimum 1)

Sinners Bearing

At level 1, When a creature within 60 ft. that you can see hits you or an ally with an attack, you can use your reaction to cause the creature to make a Wisdom saving throw of your spell save DC or become Restrained, Crushed Under the weight of their own sin. 

Channel Divinity: Body & Soul

Starting at 2nd level, you can use your Channel Divinity to wield the power sin in a positive light using your own body and soul as a catalyst

You choose a number of creatures equal to your wisdom modifier who you consider ally's to resolve of sin. During the duration your ally's gain these bonuses 

  • They are immune to being frightened and have advantage on wisdom saving throws
  • They gain your proficiency to melee attack rolls and to spell attack rolls.
  • They gain advantage on the first time they make a saving throw of any type

By cleansing the body and soul of others, you suffer from these consequences.

  • You suffer from temporary exhaustion from each round you keep this ability up. You cannot die of exhaustion this way, it simply ends before reaching level 6 exhaustion
  • You can only take a Action or bonus action, not both. This does not limit reactions
  • After this ends, the next round you may not act.

Confessional's Calling

At level 6, You comfort a number of willing creatures around you equal to your wisdom modifier. These creatures gain courage and strength to live their lives the way they want.

Each creature comforted gains a number of effects for 1 hour. Confessional's Calling ends when a combat begins.

  • They gain advantage on persuasion, performance, and intimidation checks
  • They can not be charmed by anyone but the user of Confessional's Calling. Then, you suffer Disadvantage 
  • They can not be frightened 

You gain the following benefits for each creature under Confessional's calling

  • +1 to all wisdom based checks for each creature under Confessional's Calling.
  • +1 to wisdom saving throws for every 2 creature under Confessional's Calling
  • + 5 to dc when charming a creature under Confessional's Calling

 

Brand of The Sinner

At level 8, When you successfully use Sinners Bearing, you brand the target as a sinner for 1 minute. While they are branded a sinner you gain the following benefits. 

  • Advantage on spell attack rolls against them
  • Advantage on saving throws against spells from that creature
  • Once per turn, you can add your Wisdom modifier to damage against that creature as radiant damage. 

Repent Heathen

At level 17,  You channel all your power to make a Heathen Repent. You select a target branded as a sinner. They feel the weight of all their sins crash down on them. They suffer 5 levels of exhaustion.

Previous Versions

Name Date Modified Views Adds Version Actions
9/30/2022 8:28:43 PM
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