Base Class: Cleric
Your god lies dead, dreaming, awaiting the elder eons to return and silence death into restless awakening.
Ritual Blade
1st Level: You use a weapon of ritual, feeding it, nurturing it. You gain proficiency with one melee weapon of your choice, whilst using this weapon you can add your Wisdom modifier for the attack and damage rolls and it can be used as a spellcasting focus. Should this weapon be lost or destroyed, it can be resummoned by performing a ritual over the course of a long rest.
Channel Divinity: Eldritch Rite
2nd level: you can use your Channel Divinity to call forth strands of the Old Ones. After making a successful attack using your Ritual Blade, you can use your bonus action to rend the veil to grasp your enemies. Choose a number of creatures equal to your proficiency bonus within 20ft of your target. Each must make a Strength saving throw against your spell save DC. On a failed save they are grappled and pulled within 5ft of your original target. On a successful save they become frightened until the start of their next turn and are not moved or grappled.
Terrible Knowledge
6th level: there are things mortals are not meant to know, enlightenment is a deadly weapon. When a creature succeeds on a saving throw against one of your spells or Cleric features you can use your reaction to force the creature to reroll. If the creature fails, nothing happens. On a success, the creature is incapacitated for one minute, but can repeat this saving throw at the end of each subsequent turn, ending the effect on a failure.
If the creature is hostile towards you (check with DM) and survives this encounter its Intelligence score increases by 3, and Wisdom score decreases by 2.
Gibbering Chant
8th level: your words carry madness, eroding the walls between minds and sanity. Creatures that are within 5ft of you when you cast a spell must make a Wisdom saving throw. On a failed save a creature cannot react and is vulnerable to psychic damage (unless immune) until its next turn.
Dreaming God
17th level: you have seen your gods dreams, your are a dream, all is. Using your Ritual Dagger, you can sacrifice a number of hit points. For every hit point you sacrifice you increase the minimum number needed to succeed on your next use of Divine Intervention by 2. This effect can only last until the end of the next short or long rest.
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