Cleric
Base Class: Cleric

When a divine being or source of divine power dies or is lost,there is a hole left behind from its presence, as well as the influence that such a divine power left upon the world. Some, especially those who have connected to a since lost divine power, may find themselves capable of tapping into clerical abilities through the remnants left behind. But without the nature or guidance of the original entitiy, these abilities may manifest in different, more unpredictable and volatile ways. 

Chaos Divinity

Without the controlling guidance of a divine entity to enable your clerical gifts, you may not have a full grip on the energy you wield. Whenever you cast a spell, or perform an action that involves calling upon the divine energies, roll a DC 13 Charisma saving throw. On a failed save, roll a d20. On a successful save, you may choose whether or not to roll a d20, as you would be able to choose to risk the unbridled effects of allowing the divine energies to pass through your presence.

The rolls are as follows:

1-- Your spell fails, and you take 2d6 radiant damage.

2-- Your spell fails, and you take 1d6 radiant damage.

3-- Your spell is half as effective, or fails if there are no means of lessening its effect.

4-- Your spell succeeds, but is directed randomly at another target.

5-- Your spell succeeds, but you must choose a new target.

6-- Your spell succeeds, but takes an extra 2nd level spell slot (or 1st if unavailable).

7-- Your spell succeeds, but takes an extra 1st level spell slot.

8-10-- Roll again. If you passed the Charisma check, you may once again choose whether or not to roll.

11--Roll 1d6. If it is a 1 or 2, the spell costs a spell slot one level higher or an extra slot if unavailable. If it is a 3 or 4, nothing happens. If it is a 5 or 6, the spell costs a spell slot one level lower, or doesn't cost a spell slot if it is a first level spell.

12-- Your spell costs one less spell slot level, or doesn't cost a spell slot if it is a 1st level spell.

13-- Your spell does not cost a spell slot, but is half as effective, following the rules of number 3

14-- Your spell does not cost a spell slot.

15-- Your spell can affect one additional target.

16-- Your spell can affect double the amount of targets.

17-- You may give yourself or a single other creature advantage or disadvantage with any rolls relating to your spell.

18-- You have advantage on all rolls relating to the effects of an evil-aligned or infernal creature or patron for the next minute.

19-- You regain 1d4 spell slots after your spell is completed.

20-- Your regain 1d6 spell slots after your spell is completed, you gain resistance to necrotic and poison damage until your next long rest, and you gain truesight for 1 hour.

Divine Focality

You have taken the time and improved your practice over the energies you channel. You may choose to enhance your skill in one of the ways you use your energies to suit your purpose. You may choose to improve your ability to restore the vitality of your allies, or enable your own physical prowess, or empower your divinely channeled attacks, etc.

Divine Agility

Imbue your body with divine energy to enhance your movement. You gain 1 point to dexterity, and once per long rest you have advantage on any dexterity-based check or saving throw.

Divine Healing

When using a cleric spell to heal yourself or another creature, upgrade the heal die/dice by one (ex. a d4 becomes a d6 etc.). If the spell uses a d12, add a d8 instead of upgrading to a d20. You can use your divine intervention, if available, to provide maximum healing with the upgraded die/dice.

Divine Perception

Imbue your senses with divine energy. Once per long rest, gain advantage on a perception role. You can also  use a first level spell slot to gain truesight for 10 minutes.

Divine Protection

Imbue yourself with divine energy to protect you from harm. Gain a +1 to armor class, and once per long rest gain advantage against any roll against an attack or the effect of an attack. You can use a spell slot to regain advantage.

Divine Strength

Imbue your body with divine energy, enhancing your physical strength. Gain +1 strength, and once per long rest you get advantage on 1 strength based check or saving throw.

Offensive Guidance

Once every 30 days, you can imbue one melee weapon of your choice with divine energy, that acts similarly to a sort of attunement. When you attack with a divinely guided melee weapon, you gain +1 to hit, and can use a 1st level spell slot or higher to do max damage. If you score a critical hit, you need a 2nd level spell slot or higher to do max damage. You cannot have more than one weapon with this divine guidance. You can remove the divine guidance from you weapon at any time, but you must wait a full 30 days to imbue another. This guidance does not work if the weapon is wielded by another creature.

Erratic Divinity

Roll 1d4.

1-- Healing. Choose a target to heal 2d6 hp.

2-- Damage. Choose a target. Roll 1d4, evens do radiant damage and odds do necrotic damage. The target takes 2d6 of the rolled damage.

3-- Status. Choose a target. Roll 1d4, 1 clears any negative status, 2 inflicts poison (CON 15), 3 banishes to a random plane for 1 minute, 4 heals 1d4 hp.

4. Guidance. Choose a target. They get an additional 1d6 for up to 3 checks or saves before their next long rest.

Divine Alliance

You have become uniquely proficient as a creature of the mortal planes in your ability to channel divine energy without the guidance of a deity, and other Divine creatures take notice. You can metitate/pray to see if any deities wish to instill their wisdom or guidance upon you and your quest, without being bound to them. This ability and its effect is mostly subject to the DM, to allow its purpose to match the theme and function of your campaign.

Lost Divinity

Despite the loss of the creature who once enabled you with divine energy, the essence of that energy may still mingle itself with you and your life. At the DM's discretion, you may recieve advantage or a bonus on a check or saving throw that would have been thematic to your lost source of power, or you may find yourself or a friend to be slightly rejuvinated or harmed slightly less than you otherwise should be.

Previous Versions

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1/14/2023 11:45:09 PM
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