Base Class: Cleric
There aren't many who walk this path. One stricken by amnesia whose only thought was to call upon some unknown deity for a hint, a favor. Reaching out to the celestials with a prayer, the one thing that rung familiar to them. The deities, unsure of whom this worshiper cared to follow, deemed themselves all worthy of this individuals devotion. Thus, they each use a small display of their power that costs them little effort to try and gain this followers devotion in hopes that they could help spread the word of their name and gain more power with more followers.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and a simple weapon, martial weapon or tool proficiency of your choice.
Divine Burst
Additionally at 1st level, you gain the Chaos Bolt spell. It is always prepared and does not count against your spells prepared. You can cast this spell once per long rest at any level available based on your cleric level without expending a spell slot.
Channel Divinity - Divine Surge
Additionally at 2nd level you can use your action to activate the following effect which lasts for 1 minute. When you cast a spell of 1st level or higher, divine beings hear your call and grant your spell an additional boon. Roll on the Divine Surge Table. Any benefit gained from this lasts until the start of your next turn.
| d6 | Effect |
|---|---|
| 1 | Unaligned - Your healing spells heal for an additional +1 equal to the level of the spell cast and your damaging spells deal an additional +1 equal to the level of the spell cast. |
| 2 | Lawful - When casting a healing spell, you can target one creature you can see within 10ft (excluding yourself) and heal the target for 1d4 hit points. When casting a damaging spell, you can target one creature you can see within 10ft (excluding any currently targeted creature) and deal 1d4 radiant damage to that target. |
| 3 | Chaotic - When casting a healing spell, increase the Hit Die by one stage (i.e 1d4 becomes 1d6) for one die of the spells rolled die. When casting a damaging spell, increase the Hit Die by one stage (i.e 1d4 becomes 1d6) for one die of the spells rolled die. |
| 4 | Good - When casting a healing spell targeting one creature, heal yourself for the same amount. When casting a damaging spell, ignore damage resistance of the damage type. |
| 5 | Evil - When casting a healing spell, touch spells gain a range of 30ft (upon gaining this benefit you can select a new target). When casting a damaging spell, touch spells gain a range of 30ft (upon gaining this benefit you can select a new target). |
| 6 | Neutral - No benefit when casting healing spells. When casting damaging spells, change the spells damage type to Force. |
Unity of Devotion
At 6th level, you may call upon the god of a chosen alignment and gain the following benefit for 1 minute. You can use this feature once per long rest.
- Neutral - Instead of rolling on the Divine Surge table when casting a spell of 1st level or higher, you can instead choose what benefit you gain.
- Good - All healing spells of 3rd level or lower can target two different creatures instead of one. If the spell has a range of touch, it becomes 30ft.
- Evil - All damaging spells of 3rd level or lower can target two different creatures instead of one. If the spell has a range of touch, it becomes 30ft.
- Law - Any time an ally within 30ft of you would take damage from a melee or spell attack, you can use your reaction to halve the damage to them and deal that damage to yourself.
- Chaos - Any time an ally within 30ft of you would make a melee or spell attack, you can use your reaction to give them advantage on the attack roll.
Into the Unknown
At 8th level, the gods have granted you the ability to peer beyond the veil for a short period of time. You gain Truesight up to 30ft until the end of your next turn.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Better Off Undevoted
Starting at 17th level, your lack of devotion is met with only one answer, complete disdain. To prevent you from bothering them more than necessary, the gods grant you a most favorable boon. Instead of using your Divine Intervention feature, you may instead choose one of the following effects to automatically succeed. This will count as using your Divine Intervention feature and cannot be used again for 7 days.
- Chaos - Teleport yourself and up to six willing creatures to a destination of your choice that you've previously visited. If the destination is occupied by a creature or object, you and any others creatures brought with you are returned to your current location and take 6d10 force damage.
- Law - You call down a radiant shower of light that covers a 60ft tall/30ft radius wide cylinder. Each enemy creature in the area of effect of your choice must make a wisdom saving throw equal to your spell save DC or take 8d10 radiant damage and each ally creature in the area of effect are healed by 8d10.
- Good - You can choose up to six creatures to grant divine protection in the form of advantage on saves made against spells and effects for 1 minute. Additionally all hostile creatures have disadvantage on attacks made against the chosen creatures for 1 minute.
- Evil - The next damage dealing cleric spell you cast that deals radiant or necrotic damage deals the maximum amount of damage.
- Neutral - You and up to six willing creatures are incapacitated for one round. At the end of that round you and all under this effect gain the benefits of a long rest.
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