Cleric
Base Class: Cleric

Above the gods who exist within this world, is the god who created it. The god who governs all the world's stories and its innermost workings; The god who watches you and your companions more closely than any others.

Indeed, your god is the overseer of your realm and the referee of all: Your DM, the Decision Maker, god of The Table.

Bonus Proficiency

At 1st level, you gain proficiency in Insight. If you already have this proficiency, add double your proficiency bonus to Insight checks.

Additionally, if your DM created the world your cleric exists in, you also gain proficiency in History, and add double your proficiency bonus to History checks.

Plot Armor

Also at 1st level, you discover that your god often protects you from certain threats. As an action, you can grant yourself and creatures of your choice within 30 feet temporary hit points equal to your cleric level plus your Wisdom modifier.

When you lose these temporary hit points, all other creatures who have temporary hit points remaining from Plot Armour lose those hit points as well. If you target only yourself and no other creatures, you instead gain temporary hit points equal to three times your cleric level plus your Wisdom modifier. 

While a creature has these temporary hit points, Constitution saving throws made to maintain concentration are made with advantage. You can use Plot Armour twice and regain all expended uses at the beginning of a new game session.

DM Note:

To reinforce the inherently "meta" nature of this Domain, some of the subclass features are restored per game session, rather than per rest. This is ultimately a suggestion and may not work at every table. Groups who enjoy longer sessions may get diminished use out of this subclass, and groups who enjoy shorter sessions may find some of these features to have a greater impact on the game than intended. If this does not suit the play style of your group, talk to your DM about changing these features to refresh at the end of a short or long rest, as needed.

Channel Divinity: Metagame Mathematics

Starting at 2nd level, as a bonus action, you can expend a use of Channel Divinity to receive information from your DM about the numbers appearing on a creature's stat block. When you do, choose a creature you can see and pick an option from the following list:

Challenge Rating (or Level, where appropriate)

Armour Class

Maximum and current Hit Points

Movement Speed(s)

Highest and lowest Ability Scores

Save DCs relevant to actions it can take

Your DM tells you the number or numbers you requested, but is not obligated to share supplemental information. For example, if you ask about a creature's highest and lowest Ability Scores, your DM may tell you "8 and 15", not "15 Strength and 8 Intelligence".

When you reach 8th level, you can pick up to two options from the list, but your DM may choose to obscure which numbers belong to which options

Channel Divinity: Open Book Tactics

When you reach 6th level, you learn more about the world you inhabit. As an action, you can expend a use of Channel Divinity to expand your understanding of the way you manipulate the world around you. You temporarily gain the benefits of a Feat of your choice. You must meet all prerequisites for the Feat you choose, and you cannot duplicate the effects of a Feat you already know. You must concentrate on this effect as if concentrating on a spell. You lose the benefits of the chosen Feat if you lose concentration or after 10 minutes.

 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with a strange power granted to you by your DM. 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 damage to the target. The type of damage is determined by your DM when you gain this feature. Optionally, your DM may change this damage type at the beginning of each new game session. When you reach 14th level, the extra damage increases to 2d8.

DM Ex Machina

You become innately aware of your situation as a fantasy character being portrayed by a nerd. The fourth wall is completely shattered for you, and you now realize your entire existence and way of life is nothing but a game. When you look up into the sky, you can see your patron god and other humans staring down at you, one of whom directly controls your every action and thought.

Starting at 17th level: When using your Divine Intervention feature, on a successful roll, rather than allowing the DM to choose the nature of the intervention, you may instead choose to cast wish without expending a spell slot or material components.

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