Cleric
Base Class: Cleric

Invisible lines cross the world, holding it together and connecting it to other worlds like it. Invisible lines, too, cross people, connecting them to each other. The clerics of nexus use these webs to pull things back together or to split them apart, excelling in life transferal, conjuring from other planes, and interfering with connections to others and the world.

Nexus Domain Spells

Cleric Level Spells

1st

false life, animal friendship

3rd

wither and bloom, vortex warp

5th

life transference, summon shadowspawn

7th

banishment, conjure minor elementals

9th

enervation, reincarnate

Knowledge of Others

When you choose this domain at 1st level, you can begin to see connections from person to person in the world around you, and you gain proficiency in the Insight and Investigation skills.

In Equal Measure

Also starting at 1st level, you start seeing the connections between you and those you help out. Whenever you use a spell of 1st level or higher to heal a creature, you become bound to that creature for the next 1 minute. For that time, any spell with the "self" range that either of you cast applies to the other as well. You can become bound to 1 creature at a time. While you are bound to a creature, you cannot become unbound until either the duration of the effect is over or one of the creatures it affects is reduced to 0 hit points.

Channel Divinity: Ties that Bind

At 2nd level, you can use your Channel Divinity to share your power with creatures pulled from one world to the next.

If you cast a spell that summons or otherwise conjures a creature using a spell slot of 1st level or higher, you can expend a Channel Divinity charge during the casting to bond yourself with the creature. The summoned creature now shares a spell list and spell slots with you, and can cast any spell you have prepared, even if the somatic, verbal, or material components are impossible for the summoned creature to fulfill. The summoned creature casting any leveled spell counts as your 1 leveled spell per turn limit.

Severed Cord

Starting at 6th level, you can cut the connection between two creatures. As an action, choose a creature you can see within 30 feet of you. The target must make a Wisdom saving throw. If it fails, choose another creature you can see within 30 feet it is connected to (whether it be by relationship, shared interest, or magically). That connection severs, and the target loses the ability to recognize that creature for one minute. If the target is in combat, it now sees the creature as an enemy. If the target succeeds its Wisdom saving throw, nothing happens. 

This ability can also be used to break the connection between an enthralled creature and its master. If the ability is used on a creature under the effect of the Charmed condition or the Suggestion or Command spells, the creature that charmed it or cast the spell must make a Wisdom saving throw. If it fails, the condition ends.

You can use this feature once a day. You regain all expended uses when you finish a long rest.

At level 12, this feature can be used twice a day. At level 18, it can be used three times a day.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Forger of Chains

Starting at 17th level, you can force connections between the most unlikely of allies. When you cast Life Transference, you can choose another creature within 30 feet to take 3d8 damage instead of you taking 4d8.

Alongside this, any spell you cast that causes the Charmed effect (such as Charm Person) now forces the target to roll with disadvantage on the relevant saving throw.

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