Base Class: Cleric
Mastery of magical secrets, ancient knowledge, esoteric rituals and forbidden powers.
Spectral Hand
Starting at first level you learn the Mage Hand cantrip and you can cast it with your free non-dominant hand (normally left hand) as a bonus action, but you lose your shield proficiency and can not get it from another source. To use Mage Hand on your turn, you still need to use an action.
Additionally you can perform the following additional task with the Mage Hand: You can cast the Chill Touch Cantrip as a Cleric Cantrip with the range of Touch and as Melee Spell Attack over distance - to do so the Mage Hand has to touch the target (before or after finishing its move or in between) and it has to be within 60 feet of you. You have to perform somatic components with your non-dominant hand which is controlling the Mage Hand and the target will know that it was you, who was casting Chill Touch, even if the Mage Hand was invisible. You can not cast the Chill Touch Cantrip normally.
Forbidden Knowledge
Upon your prayers your deity has given you a blink of insight into forbidden or ancient knowledge or some kind of dark magical secrets not normally intended for mortals. It changed you forever and can not be undone. You can not directly repeat or forward what you have seen or learned, but you can speak about it or teach others how to pray to get a similar blink of insight (if they prove worthy to your deity).
When preparing your spells for the day, you perform a Ritual of Insight, which takes 10 minutes plus the time you normally need to prepare spells and needs a piece of chalk, a bunch of candles, black oil and incense as material components. You can perform the Ritual of Insight only once per day and you can not prepare your spells in any other means. If you do not prepare your spells after finishing a long rest, you can only use the domain spells and cantrips.
After finishing the ritual of insight, you also get a number of Eldritch Charges equal to your proficiency bonus + wisdom modifier (minimum of 3).
You can use one Eldritch Charge to cast the Eldritch Blast cantrip and casting it this way, it counts as a cleric cantrip for you.
Additionally, you can perform the Ritual of the Specter’s Eyes - it takes 10 minutes, uses 1-3 Eldritch Charges, can target you or a willing creature of your choice and you can only use it again after finishing a short or long rest. The effect depends on the amount of Eldritch Charges spend (and has a minimum level requirement) and lasts for 1 minute:
1 Eldritch Charge: The target of the ritual can read all languages within 30 feet and has advantage on one Investigation or Arcana check to reveal the hidden meaning of a text or book. The target sees all letters and text as foreign runes and can not directly read them aloud or copy them, but it can repeat its meaning in its own words.
2 Eldritch Charges (requires cleric level 3): Additionally to 1st level effects, the target can see invisible objects and creatures within 30 feet and see through simple illusions if they weren’t created by spells using spell slots above 2nd level.
3 Eldritch Charges (requires cleric level 5): Additionally to 1st and 3rd level effects, the target can see through solid objects to a range of 30 feet. Within that range, the target has darkvision if it doesn't already have it. During that time, the target perceives objects as ghostly, transparent images.
As a result of a completed ritual, a glowing otherworldly rune is showing up on the target's forehead and the eyes turn red for the next hour.
Once per day you can restore Eldritch Charges by performing a ritual for 10 minutes and spending a spell slot of a level of your choice + health (the spell slots level times 1d4) - the number of restored Eldritch Charges is equal to twice the level of the spell slot consumed. You can not have more than 13 Eldritch Charges at a time and they are all lost upon finishing a long rest.
Performing these rituals or speaking about the knowledge you have gained this way may be considered frowned upon or forbidden. Additionally, this Forbidden Knowledge comes at great costs for you: Your body is weakened and your mind is despaired - you start with 6 hit points and have a hit die of d6 instead of d8.
Channel Divinity: Drain Magic
Starting at 2nd level, you can use your Channel Divinity to drain the magical power of an enemy and possibly redirect it in your favor.
As an action, you present your holy symbol and choose one living target with the ability to cast spells within up to 60 feet distance. A ray of negative energy lashes out from your holy symbol towards the target. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + your cleric level psychic damage and must make an Intelligence saving throw. On a failed save, you also drain the targets magical power, reducing its spellcasting DC by 1d4 (1d6 from cleric level 11 onwards, 1d8 at cleric level 20) for 1 minute.
By using your reaction, you can harvest or redirect the drained power (if the targets saving throw failed) - for the duration you can increase the spellcasting DC and spell attack modifier of you or a living creature of your choice within 30 feet by 1.
Esoteric Touch
Starting at 6th level, you can use your Mage Hand to canalize your Touch-range spells.
You can perform the following additional task with your Mage Hand: You can spend an Eldritch Charge and cast a single-target cleric spell of first level or higher with the range of Touch over distance - to do so the Mage Hand has to touch the target (before or after finishing its move or in between) and it has to be within 30 feet of you. You have to perform somatic components with your non-dominant hand which is controlling the Mage Hand and the target will know that it was you, who was casting the spell, even if the Mage Hand was invisible.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eldritch Chain
By spending two Eldritch Charges, you can create an eldritch link between two living creatures. As an action, target two living creatures you can see within 30 feet and within 30 feet of each other, the first one of them has to be a willing creature or yourself, otherwise the target has to fail a wisdom saving throw. Whenever the first creature receives damage, the second one also receives half of the damage as necrotic damage. The effect lasts for 1 minute and ends early when the distance between both creatures exceeds 60 feet or one of the two creatures dies.
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