Base Class: Cleric
The names of gods rarely heard, Cthulhu, Azathoth, Yog-Sothoth, Shub-Niggurath, inspire fear with a mere utterance. The Great Old Ones. The pantheon of eldritch beings so foreign to our understanding of the word that people have lost their minds seeking them out.
The priests of the Eldritch Domain are psychically fit by nature as they must be to represent their gods on our plane. What they seek is immortality and a life away from the realms we know. The worlds of the Great Old Ones are beyond ancient, beyond our comprehension. Beautiful and horrible. Full of bliss and torment.
You must decide what makes you seek these other planes, their denizens, and what makes you worship these awesome beings whose only purpose seems to be to cause the annihilation of everything we know. Is it mere curiosity? Or are you just that cavalier about your sanity?
ELDRITCH DOMAIN
Clwric Level Spells
1st Fog Cloud, Hex
3rd Crown of Madness, Suggestion
5th Animate Dead, Fear
7th Blight, Phantasmal Killer
9th Cloudkill, Contagion
Bonus Proficiency
You gain proficiency with heavy armor, longswords, rapiers, scimitars, and shortswords.
Eldritch Blast
You gain the use of the Eldritch Blast cantrip from the warlock spell list. At 6th level, you'll be able to add your WIS modifier to the damage.
Channel Divinity: Avatar of Madness
Starting at 2nd level, you can make any creature in a 30 foot radius believe that you have become one of the Great Old Ones if they fail a DC 15 saving throw using their Wisdom. If they fail, they suffer 2d10 + twice your level of psychic damage and are under the effects of the Frightened condition. For one minute they can only try to use the Dash or Dodge actions to get as far away from you as possible. They may keep trying to roll their saving throws at the start of every turn. If they succeed on their saving throw initially, they take half damage. The damage from the Avatar of Madness increases to 3d10 at 7th level, 4d10 at 12th level, and 5d10 at 17th level while the saving throw is a DC 17 at 7th level, DC 19 at 12th level, and DC 21 at 17th level
Mind Carver
At 6th level, your spells that deal psychic damage bypass resistance and immunity to psychic damage.
Agonizing Blast
At 6th level, your Eldritch Blast spell adds your Wisdom modifier to the damage total.
War Magic
Beginning at 6th level, if you cast a cantrip as your action, you may make a melee attack as a bonus action.
Eldritch Weapon
At 8th level, you gain the ability to infuse your weapon strikes with psychic 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 psychic damage to the target. When you reache 14th level, the extra damage increases to 2d8.
Psychic Wave
At 8th level, you can unleash a bolt of psychic energy in a 60 ft cone that does 6d8 + twice your level in psychic damage to anyone in the area of effect that fails a DC 15 WIS saving throw. Any who fail their save are stunned for one minute. They can reroll their saving throw every round. This ability can be used once per long rest.
Mind Wall
You can cast the Mind Blank spell on yourself, effectively sealing your psyche off from the horrors with whom you chose to associate. Under the effects of this spell, no one can read your thoughts or suggest any.
Beholder Companion
At 17th level you have the ability to summon a beholder to our plane to fight alongside you and your party as an ally. The creature uses your initiative rolls and acts on your direction on your turn. It will do its best to behave and follow orders. If you become incapacitated or die, the creature goes back to its plane.
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