Cleric
Base Class: Cleric

On the border between life and death lies an essence the world knows to be unique to each living creature; a soul.  With the powers granted by your deity, you possess the skills and abilities needed to have absolute control of your own soul, as well as those around you.  Whether by seeing into the threads of another's fate or gaining insight into their strengths and weaknesses, you are capable of using the power held within each soul for the betterment of your allies and the dread of your enemies.

Soul Domain Spells

Cleric Level

Spells

1st

Silent Image, Soul Siphon

3rd

Phantasmal Force, Wither and Bloom

5th

Divine Call, Life Transference

7th

Domain Expansion, Gravity Sinkhole

9th

Hallow, Possess

Umbral Essence

At 1st level, you gain proficiency with martial weapons.  In addition, whenever you finish a long rest, you can touch one weapon that you are proficient with.  When you attack with that weapon, you can use your Wisdom modifier when calculating attack and damage rolls.  This benefit lasts until you finish a long rest.

Fated Premonition

At 1st level, your bond with the Fates gives you insight into their dealings like few others.  As an action, you can touch a creature that is not a construct.  When you do so, you observe their thread in the weave and gain information about the creature pertaining to one of the following of your choice:

  • Its surface level thoughts.
  • Its general movements within the next hour.  If the creature is in combat or under some other external influence, this foresight may be obscured or indeterminate.
  • Two ability scores of your choice.

When you use this ability on a creature, it must make a Wisdom saving throw against your spell save DC.  On a success, it is aware of your influence.  After using this feature, an affected creature is immune to its effects for 24 hours.  You can use this ability a number of times equal to your Wisdom modifier, replenishing after you finish a long rest.

Channel Divinity: Sacrificial Bargain

Starting at 2nd level, you can use your Channel Divinity to give the life essence of a creature to your god in exchange for temporary power.

As an action, you touch a creature that is down or has been dead for less than 1 minute, and that is not a construct or undead.  If the creature on which you are using this ability is downed, it instantly dies.  A creature affected by this ability can only be revived with the spell Resurrection or a spell of higher level.  For a number of turns equal to your Wisdom modifier, you gain the following benefits:

  • Temporary hit points equal to 5 times your Proficiency Bonus.
  • An additional action on each turn, following the same rules as specified by the Haste spell.

Starting at 17th level, you can choose an additional creature you can see within 60 feet of you to receive the same benefits for the duration as a part of the same action.

Reaper of Souls

At 6th level, you have learned to hone your ability to reap specific creatures in the world.  You can now use Fated Premonition as a part of an attack.  In addition, when you finish a long rest, you can choose a creature type which you have seen before or are familiar with (humanoid, fiend, monstrosity, etc.).  When you kill a creature of this type with a weapon, spell, or class ability, you can choose to regain an expended spell slot of 3rd level or lower.  You can regain spell slots in this way until you have reached a total of 6 levels worth of spell slots.  The spell level count resets after you finish a long rest.

Starting at 17th level, you can regain up to 6th level spells with this ability.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy.  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 necrotic damage.  When you reach 14th level, the extra damage increases to 2d8.

Death Defiance

At 17th level, your devotion to your god has earned you the power to defy the clutches of death.  After you are hit by an attack that reduces you to 0 hit points or less, you can choose to gain 1d8 + Wisdom modifier hit points and move up to your movement speed without provoking attacks of opportunity.  You must finish a long rest before you can use this ability again.

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