Cleric
Base Class: Cleric

Dauntless and devout, the dark priests of the harrow domain bestow upon their coven three virtues. These virtues are salvation through sacrifice, redemption through vengeance, and ascension through defiance. Nemeses beware, for only death awaits. Enchain the tainted, silence their heresy, and deliver their tormented souls unto the Void's embrace. For in the end, all return to the Void. 

Your order is not about the preservation of order or law, nor the spreading of chaos or evil. Instead your order is all about the realization that the Void takes everything without malice, greed, desire, or will. It is the natural order of things, neither good nor evil, but simply the way of the universe.

Divine Protection

At 1st level, you gain proficiency in heavy armor and shields. Additionally, you gain a pre-initiative turn regardless of where your initiative lands. You may use this turn to move without provoking opportunity attacks and casting a non-damaging spell. You cannot deal damage during this turn.

With the blessing of the Void, as combat begins your steps feel light as if you pass through shadows of the weave. You even find you can perform a spell, but any attack would surely break this momentary bliss early.

Condemnation

At 2nd level, you gain the ability to use your bonus action to condemn enemies within 30 feet of you in a line. Enemies that fail a Wisdom saving throw take radiant damage equal to your Cleric level and are stunned until the end of their next turn. This ability can only be used once per turn.

As you wave your hand, chains of radiant light fly out from it. As this wave of chains flows over your enemies, they are either ensnared or escape by the skin of their sins.

Penance

At 6th level, you gain the ability to use your action to perform Penance. When you perform Penance, you take damage equal to your Cleric level and all allies within 30 feet of you regain hit points equal to the damage you took. For the next number of turns equal to the damage you took, you regain hit points equal to your proficiency bonus whenever you deal damage with a weapon or spell. You can use Penance a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

As you perform penance to the Void, you enshroud your weapon with radiant energy and whip your own back as an act of penance.

Thurible

At 8th level, you begin chanting as you conjure a thurible from the void, during this chant which costs your action you grant resistance to all allies within 60 feet of you. To continue chanting and thus maintain the resistance, you must spend your bonus action in addition to your action upon this effect. At the end of your chanting, your allies gain the benefits of haste for a number of turns equal to the number of turns you spent chanting.

Covenant

Starting at 17th level, you act as a channel to form a covenant between you, your allies, and the Void. For one turn you and your allies within 120 feet are immune to all damage. And for the next two turns, rolling an 18 or 19 on an attack roll counts as a critical hit as well. Critical strikes also gain an additional bonus die to roll. Any kill during this effect extends the duration by one turn.

You may use this once per long rest or by using your channel divinity to recharge it early.

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