Base Class: Cleric
What happens beneath the tides is but a mystery for most, the clerics called out, and what they got in return is unspeakable. In battle, sunken clerics tests the enemies in might, and sanity and borrowing power from the unknown. Socially the sunken clerics are happy, almost as if they have knowledge of what is to come and are no longer concerned of what happens on the mortal plane.
Madness of the Deep
When a enemy creature takes damage on your turn, you can use your bonus action to deal an additional 1d4 psychic damage to your target
Test of Sanity
When you use Madness of the Deep, the enemy have to roll a wisdom saving throw to keep parts of their sanity, on a fail, a spectral tentacle which only the creature struck can see rises from the ground, if the enemy dies with the tentacle within 20 yards, you gain 1d10 temporary hitpoints. On a save, the tentacle does not spawn and the creature insetad have disadvantage on their next wisdom saving throw.
Channel Divinity: Call of the Deep
All hostile creatures within 30 yards needs to make a DC 15 wisdom saving throw. On a fail, the creature feels the effect of both Madness of the Deep and Test of sanity. On a save, the enemy preservers, gaining advantage on the next wisdom saving throw.
Attack of the Unknown
When an enemy have a tentacle from Test of Sanity within 10 feet at the start of their turn, they need to save on a DC15 dexterity check. On a fail, the creature takes 2d8(+wisdom modifier) bludgeoning damage and it's speed is reduced by 10 for this turn. On a save, the creature takes 1d8 Bludgeoning damage.
Resolve Against the Forgotten
When an enemy fails the saving throw of a tentacle attack, you can use your reaction to make the tentacle grapple the enemy. They will be freed at the start of their next turn, and have advantage on the next strength saving throw.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/1/2023 1:53:53 PM
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14
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1
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0.1
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Coming Soon
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