Cleric
Base Class: Cleric

When your questions lay unanswered, when the darkness within clouds your beliefs from sight, when your faith is tested and falls short, your domain can be taken from you. Whether by ex-communication or merely casting them aside, the pedestal within your soul once holding the divine stands empty. In its place burns a dark fire, a blaze of pain and wrath that emboldens you, empowering you, breaking the chains of faith and forging you into your own kind of cleric. One of death, one of life, and one of fury.

Domain Spells

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

Domainless Spells

Faithless

Beginning at 1st level, your faith has abandoned you, or you have abandoned it. You are immune to being Charmed or Frightened by Celestials, Elementals, Fey and Fiends. If one attempts to inflict you with such a condition, they will take psychic damage equal to your Wisdom modifier + your proficiency bonus.

In addition, you gain proficiency with heavy armor and martial weapons.

Heretics Rampage

At 1st level, your spells and cleric abilities are powered by your fury, rather than your faith. On your turn, you can enter a Heretics Rampage as a bonus action.

While rampaging, you gain the following benefits:

  • You have advantage on attack rolls using Wisdom if the target is within 5 feet of you.
  • You have advantage on Concentration checks.
  • When you cast an Evocation, Conjuration or Necromancy spell that deals damage, you can add 2d6 to the damage roll. This damage increases to 3d6 at 9th level, and 4d6 at 16th level.
  • You have resistance to radiant, necrotic, force and psychic damage.

Your rampage lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rampage on your turn as a bonus action.

You can use this ability an amount equal to your proficiency bonus per long rest.

Channel Divinity: Darkness Within

At 2nd level, you can use your Channel Divinity to manifest the darkness within, protecting your allies and hindering your foes. As an action, you release a sphere of overwhelming gloom. The sphere is centred on you, has a 30-foot radius, and is filled with swirling darkness. The sphere moves with you, and it lasts for 1 minute or until you are Incapacitated, die or dispel it as an action. The sphere has the following effects:

  • Only you and your allies can see into and out of the sphere, unless a hostile creature can peer through magical darkness.
  • Allies within the sphere (except yourself) have advantage on Wisdom saving throws.
  • Hostile creatures within the sphere have disadvantage on Wisdom saving throws.
  • When a hostile creature starts their turn within the sphere, they must make a Wisdom saving throw or be Blinded until the end of their next turn.

In addition, you can add your Wisdom modifier to your Initiative rolls.

Blood Harvest

At 6th level, your attacks can be empowered by your wrath, feeding from your own life force to destroy and heal others. When you take damage, you can use your reaction to copy the amount of damage you take, to a maximum of 2 x your cleric level. The next time you damage or heal a creature, you can add any amount of what you have stored into the roll.

You can use this ability to copy damage once per long rest, and that amount lasts until you complete a long rest.

Perpetual Rampage

Beginning at 8th level, your rampage is so violent that it ends early only if you fall Unconscious or if you choose to end it.

In addition, your proficiency bonus is doubled with Wisdom saving throws.

Deacon of Dissent

At 17th level, your wrath is neverending, overflowing into your allies and providing the following benefits:

  • You are considered to be in a permanent Heretics Rampage, unless you are Unconscious.
  • When you use your Blood Harvest ability, you only take half of the triggering damage, but can still store the full amount.
  • When you use your Blood Harvest ability, if your healing brings a creature to its maximum hit points, more can be added as temporary hit points.

In addition, you exude an aura of corruption and defiance, granting allies within 30 feet of you the following benefits:

  • Allies within the aura have resistance to radiant, necrotic, force and psychic damage.
  • Allies within the aura also gain your Faithless ability, becoming immune to being Charmed or Frightened by Celestials, Elementals, Fey and Fiends. If one attempts to inflict them with such a condition, they will take psychic damage equal to your Wisdom modifier + your proficiency bonus.

This aura retains its benefit while you are Unconscious.

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