Base Class: Cleric
Twisting stories, aspirations of a great future, and limitless devotion. These are the traits the make up the true clerics of Fates. Not typically a formalized church, these devotees are known to be incredible allies, and terrible foes. What is a Cleric of Fates ultimate goal? That depends on who you ask. Between grand visions of a unified world and the love of a friend, it's the passion for the project that makes these Clerics a force to be reckoned with.
You're Pretty Good
Starting when you choose this domain at 1st level, you can use your reaction after taking damage from a creature to make an attack roll against the creature. The attack roll does half damage, and the creature must be able to be seen.
In addition, you are immune to the Misfire trait of firearms, and can use an action to reload two Light weapons at the same time.
Bonus Proficiencies
At 1st level, you gain proficiency in firearms, two-weapon fighting, and two languages of your choice.
Channel Divinity: Convenient Lie, Painful Truth
Starting at 2nd level, you can use your Channel Divinity to interrogate your target.
When a creature within 30 feet answers a question you asked, you can use your reaction to determine if the target is speaking the truth or a lie.
- If the target answers with a lie, no effect happens.
- If the target answers truthfully, the target takes 2d10 psychic damage.
- If the target answers in partial truth, the target takes 1d10 psychic damage.
If the target refuses to answer, the use of Channel Divinity is not expended.
Channel Divinity: Six Shots This Time
Starting at 6th level, you can use your Channel Divinity to make multiple stacking attacks.
As an action, choose up to six targets for six attacks. Each successful attack does 1d6 piercing damage and does not use ammunition.
When rolling damage, any dice roll of 4-6 adds an additional 1d6 to the damage roll. These additional dice can be allocated to any target that has been successfully attacked.
Stylish Strike
At 8th level, you gain the ability to infuse your weapon strikes with perplexing ferocity— a testament to your skill. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Shalashaska
At 17th level, your Channel Divinity abilities improve to become the full potential of your powers; powers worthy bearing the name of Shalashaska.
Convenient Lie, Painful Truth: This action no longer uses a Channel Divinity slot, instead acting as a normal action.
Six Shots This Time: Additional dice are added on rolling a 3-6.
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