Cleric
Base Class: Cleric

The doomsayers wander from town to town, calling the misfortunes and punishments awaiting their inhabitants as an answer for their sins. vermin insect swarms, cataclysm they are the messengers of the gods, here to share their last warnings to the misbelievers and naysayers before they unleash their wrath upon them. Other doomsayers come as messengers of warning and server as a somber reminder that destruction is but a simple part of life.

Domain Spells

1st-level Doom domain feature

You gain domain spells at the cleric levels listed in the Doom Domain Spells table. See the Divine Domain class feature for how domain spells work.

Doom Domain Spells

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Definitive Warnings

Also when you choose this domain at 1st level, you gain proficiency in the Intimidation skill, you gain the guidance and true strike cantrips if you don’t already know them. You may cast both these cantrips as a bonus action.

Ill Omens

Beginning at 1st level, when you target creatures with a spell you can choose to also predict bad news to those targets. When you do so, whenever they make an attack roll, ability check, or a saving throw before the start of your next turn, they must roll a d4 and subtract the number rolled from the attack, ability check, or saving throw.

You can use the feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Channel Divinity: Baleful Destiny

Starting at 2nd level, you can use your channel divinity to curse the destiny of a creature you can see. As an action, point to a creature you see within 60 feet of you. for the next 10 min every attack roll made against that creature is considered a critical hit on a 18, 19, or 20.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Doom

Starting at 6th level, when a creature you see or hear within of 30 ft you should roll a die (for an attack roll, damage roll, or ability check, etc), you can use your reaction to choose that the result of that roll is a 1. You must use this feature before the roll is made, once you have used this feature, you can't use it again till you finish a long rest. This feature nullifies the luck feature or any feature that gives a luck die.

At 17th level, you can use this feature twice and regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Apocalypse

Starting at 17th level, you can call the apocalypse on the misbelievers. when you use your divine intervention feature and ask your deity for the effect of The Earth Quake, Tsunami, Or Meteor Swarm spell it automatically succeeds and you only have to wait 1d4 days instead of 7 days before you can use divine intervention again.

At 20th level you can use your divine intervention Safter a long rest, instead of having to wait for that 1d4 amount of days when you use it to call the apocalypse.

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