Base Class: Cleric
Raised in a theocracy of personal improvement, the Kructauir lived for millennia in Karlath without the aid of the Children of Light. Instead of worshipping these mortals-made-gods, the Kructauir look within for divine purpose, believing that it is possible to obtain a state of enlightenment that allows one to walk effortlessly between worlds, effectively achieving eternal life. To reach this state, known in their ancient tongue as kata’roto (‘the god within’), Kructauir priests train their bodies and minds endlessly and spread the word of this teaching to any who are willing to take the time to listen and learn. As such, non-Kructauir clerics who are able to harness kata’roto are not unheard of, but they are distinctly rare.
Kata'roto Domain Spells
You obtain additional spells at certain levels.
Bonus Proficiency
When you choose this domain at 1 level, you gain proficiency with heavy armour.
Gaze Beyond the Veil
Also at 1 level, your daily introspection allows you to discern keenly between illusion and reality, seeing through the works of the denizens of the Veiled Worlds. As an action, you can focus your vision on the ephemeral. For the next minute, you can see invisible objects and creatures and have advantage on saving throws against visual illusions. Once you use this feature, you may not do so again until you finish a long rest.
Channel Divinity: The Power Within
Starting at 2 level, your meditations allow you to look deep within yourself in dire situations, allowing you to perform miraculous deeds. Any time you make a roll that is modified by one of your Ability Scores (e.g., ability checks, saving throws, damage rolls) you can use your Channel Divinity to add your cleric level to the relevant Ability Score’s total.
Shatter the Unseen
Starting at 6 level, when you use your Gaze Beyond the Veil feature, it now grants you truesight.
Additionally, you are able to interact normally with creatures on the Ephemeral Plane while the feature is active.
Transcendent Strikes
When you reach 8 level, you can harness your inner might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 force damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
Death is an Illusion
Treading the thin fabric of the Veil, your spirit can continue to influence the world around it, even as your physical form struggles to cling to the Material Plane.
Beginning at 17 level, when you fall unconscious as a result of dropping to 0 hit points, your body remains where it is and continues to make Death Saving throws, but you can project your inner self onto the Ethereal Plane. As long as you remain unconscious, this separate incarnation of yourself is considered to be under the effects of the etherealness spell, except that it can affect creatures on the Material Plane as normal. Your incarnation acts at your initiative step. The effect ends if you are stabilised or you fail your last death saving throw.
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