Cleric
Base Class: Cleric

Not all gods of magic are pure and devoted only to the arcane
arts. Hecate, Hel, Circe, Ereshkigal, Nerull, Vecna, Afflux,
Doresain, Incabulos, Lolth, Asmodeous, and other entities of
terrible and unearthly power may hold sway over the domain
of witchcraft and other dark magic. Followers of these
powers are not always evil, but often use more wicked
methods than most would find palatable. While some act
with generous intent and seek to destroy greater or opposing
evils, they are rare by comparison. Clerics of this domain are
often known as witches, holding power over the arcane
powers and natural world alike. Those who are called by their
deities to act often are found seeking lost artifacts,
performing rites and rituals, causing and curing plague, and
summoning creatures of accursed power.

Domain spells

1st detect magic, magic missile
3rd Maximillian’s earthen grasp, spike growth
5th fly, conjure animals
7th Evard's black tentacles, polymorph
9th dream, hold monster

Bonus Cantrips

When you select this domain at 1st level, you learn the
produce flame cantrip and either the prestidigitation cantrip
or druidcraft cantrip, if you do not already know them.

Witch's Familiar

At 1st level, you learn the find familiar spell and can cast it
without expending material components. This familiar's
intelligence is set to 12 if it is normally lower, and it can
speak any language you can. The range you can communicate
telepathically with this familiar increases to 100 feet per
cleric level you possess, and it gains resistance to all damage

Channel Divinity: Blood Ritual

At 2nd level, you can perform a dark rite to imbue power to
yourself and others. Over the course of one minute, choose a
number of creatures up to your Wisdom modifier and expend
a use of your Channel Divinity feature to anoint them with
blood. The subjects gain a 5 foot bonus to their speed,
advantage on their first saving throw or their first attack, and
their weapon attacks can deal necrotic damage. This benefit
lasts for one hour. If a subject is reduced to 0 hit points
during that time, dark tendrils burst from them, making a
melee spell attack using your statistics against one hostile
creature within 10 feet. The target must make a Dexterity
saving throw or be incapacitated during their next turn and
take 3d8 necrotic damage.

Toil And Trouble

At 6th level, you learn to twist the forms of other creatures. As
an action, choose a target within 30 feet. The target must
make a Wisdom save against your cleric spell save DC. If they
fail, they are incapacitated for one minute and transformed
into a Small or Tiny animal, such as a toad, newt, or cat.
If the creature takes damage, they instantly revert back to
their normal form and are no longer incapacitated. You can
use this feature once, and this use recovers whenever you
finish a long rest.

Potent Spellcasting

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

Witch's Athame

At 17th level, you learn to summon the ritual dagger of a true
practitioner of witchcraft during a long rest. While you wield
this rune-inscribed silver dagger, you can choose to take
necrotic damage less than or equal to your cleric level as a
bonus action whenever you are casting a spell that deals
damage. The damage you take cannot be reduced or negated
in any way. When you do so, you can inflict the amount of
damage you've suffered using this feature on to up to three
targets of the spell during the round that you cast it.
Additionally, you can use this blade to steal the life from
other creatures. Whenever you hit a creature with this
magical silver dagger, it suffers an additional 1d4 necrotic
damage. You regain hit points equal to the amount of necrotic
damage inflicted from attacks with this weapon, and you can
use your Wisdom modifier in place of your Strength or
Dexterity modifier when making attacks with this weapon.
If this weapon is lost or destroyed, you can summon
another during your next long rest.

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