Base Class: Cleric
To follow in the steps of a priest Who traded his faith for the depths of the sea, Abyssal Harbingers emerge from the shadows, Harnessing eldritch powers that set them free.
Once devoted to a different creed, They abandoned their former beliefs, Drawn to the enigmatic depths below, Where ancient forces stir and bring relief.
Abyssal Harbingers, conduits of the abyss, Unleash dark tidings from the ocean's abyss. Their Channel Divinity veils the world in night, An aura of fear, a haunting blight.
Through abyssal insights, they comprehend, Arcane mysteries and dread beyond amend. Their knowledge of the abyssal lore, Guides their path to the darkest shore.
Within the ebon shroud, they find respite, Defying damage and standing upright. Necrotic energies course through their veins, Transforming their spells to inflict deathly pains.
Summoning guardians from the depths' embrace, Spectral warriors, cloaked in dark grace. These Abyssal Guardians fight by their side, Wreaking havoc as allies in the tide.
At the apex of their power, they ascend, Their bodies embodying the abyss they befriend. Radiating terror, their Abyssal Form awakes, Striking fear into all that the abyss forsakes.
Abyssal Harbingers, forsaken souls, Trading faith for the ocean's dark tolls. Through shadow and eldritch might, They wield the abyss, their guiding light.
Abyssal Insights
You gain proficiency in the Arcana and Intimidation skills. If you already have proficiency in either of these skills, you gain expertise in it instead. You gain Darkvision with a range of 60 feet, or if you already have Darkvision, its range increases up to 60 feet, if its less. You also gain the ability to breathe underwater and a swimming speed equal to your walking speed.
Remnants of faith
Whenever you pick this subclass, you may pick the 1st level ability from any other cleric subclass in place of "Remnants of faith". As a representation of the remnants from your previous domain. I.E. if you previously were a Life Domain cleric, you'd get the "Disciple of life" feature.
Remnants of faith: Acolyte of Nature
At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Remnants of Faith: Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Remnants of faith: Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
Remnants of faith: Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Remnants of faith: Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Remnants of faith: Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action
Remnants of faith: Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Remnants of faith: Emboldening Bond
Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Remnants of faith: Eyes of Night
Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Remnants of faith: Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Remnants of Faith: Reaper
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Remnants of faith: Vigilant Blessing
At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Remnants of faith: Voice of Authority
Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
Remnants of faith: War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Remnants of faith: Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Remnants of faith: Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Embracing Vow
Starting at 3rd level. You can use your Channel Divinity to tap into the dark powers of the abyss. Upon invoking this channel divinity (no action required), you and an amount of allied creatures within 30ft equal to your wisdom modifier + half your proficiency and grant them the following benefits. for the next hour.
- 10ft increase to blindsight. (if they don't already have it they gain it)
- Darkvision equal to yours (if they don't already have it)
- They may add your wisdom modifier to one attack, damage or ability check their choice, this feature can be used a number of times equal to your wisdom modifier.
Ebon Shroud
At 6th level. You can manipulate the shadows of the abyss to protect yourself and your allies. As a bonus action, you can create a protective shroud of darkness around a willing creature within 30 feet of you. The shroud grants the target resistance to all damage except radiant damage until the start of your next turn.
This feature can be used a number of times equal to your Wisdom modifier, and can only affect one creature once per day.
Additionally, when you cast a cleric spell of 1st level or higher that deals damage, you can change the damage type to necrotic or cold damage.
Abyssal Guardians
At 8th level. You gain the ability to summon guardians from the abyss to aid you in battle. As an action, you can summon an Abyssal Guardian, spectral warriors wreathed in dark energy. A guardian occupies a space within 30 feet of you and lasts for 2 minute or until reduced to 0 hit points. The guardian acts immediately after you in the initiative order and can move and use the Help action on your turn, their stats are as represented by the stats of the Aberrant spirits summoned by the Summon Aberration spell. (You choose the aberrant spirit type and the spell level of the summoned spirits is always equal to the highest spell slot you have minimum of 4th. Guardians summoned by this method deal Necrotic instead of psychic)
Sacrificial Offering:
During the duration of "Abyssal Guardians" you may spend an action to sacrifice the guardian to your deity, when doing so you may choose to detonate the guardian dealing xd8(X= 1/2 spell level used to make the guardian rounded up) necrotic damage to all creatures within 15 feet of the guardian. Before the detonation of the guardian you may choose to swap places with it.
Once used this feature can't be used again until 24 hours have passed.
- Optional: You may attempt a d100 roll (simmilar to the way you'd do divine intervention) to get this feature back early
Abyssal Ascendance
Starting at 17th level
You can fully tap into the power of the abyss, transforming yourself into an embodiment of terror. As an action, you assume an Abyssal Form for 1 minute. While in this form, you gain the following benefits:
- You gain resistance to all damage except radiant damage.
- You gain temporary hit points equal to your level + (Wisdom & Constitution score) + proficiency bonus.
- Your melee & spell attacks deal an additional 2d8 necrotic damage.
- When a creature hits you with an attack, it takes necrotic damage equal to half the damage it dealt to you (rounded down).
- You can use an action to unleash a wave of abyssal energy. Each creature of your choice within 30 feet of you must make a Constitution saving throw against your cleric spell save DC, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.
Once you've used this form, you gain a point of Exhaustion and cannot use it again until you've finished a long rest, or a short rest if you're submerged in ocean water deeper than 200 ft.
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