Cleric
Base Class: Cleric

Your deity is one of artifice and craft, one that controls the fates of the living and dead, or is a trickster and a divine comedian. As such, your body has been taken from you and has been replaced with an artifact of divine power, to be carried by another in service to the aims of your god. You may be tasked with the redemption of this individual, or be sworn to their cause. You may even be tasked with the guidance of a group of champions, or the safeguarding of a holy assassin.

In any case, your new body acts as a conduit for the sacred power of your deity, and thus grants you incredible magics and allows you to manifest as a spiritual guardian that stands beside your bearer.

Domain Spells

As a Sacred Relic, you gain access to the following spells at the following Cleric Levels.

Cleric Level 1: alarm, sanctuary

Cleric Level 3: enhance ability, spiritual weapon

Cleric Level 5: counterspell, tongues

Cleric Level 7: banishment, death ward

Cleric Level 9: geas, seeming

Sacred Relic

At 1st level, your spirit has been changed into a relic of holy power, which serves as your body. It can appear as any wearable object, such as a gauntlet, helmet, amulet, cloak, crown, ring, circlet, or halo.

You retain any bonuses or features of your race, and are still considered to be of that race and type. You gain immunity to poison and disease, you do not require food, air, or water, and you no longer age. You have the same AC as your bearer, and you can use the higher of your Dexterity modifiers to calculate their AC. Whenever your bearer takes damage but you do not, both you and your bearer take half the amount of damage instead. You can regain hit points as though you were a living creature. Your walking movement speed is 0, and can’t be increased.

Additionally, your spells’ somatic components are replaced with “visual” components, where you visibly flare with magical power. You count as a holy symbol. You can communicate telepathically with your bearer, and with any creature that speaks a language within 60 feet of you. This telepathy is two-way, but otherwise you cannot speak.

Whenever your bearer makes a skill or ability check, you can choose to make the check in their stead using your statistics. You can choose to manifest a spiritual embodiment of yourself into an empty space within 5 feet of your bearer without using an action, allowing you to interact with the world through it as though you were not a relic, and for the world to interact with you. You cannot both summon and dismiss your embodiment during the same turn.

This embodiment cannot move farther than 5 feet from your bearer, and it automatically moves to remain adjacent to your bearer. You perform actions through it while it is summoned, and it uses your statistics. Weapons and armor the embodiment equips are tied to your essence, and appear and disappear with it. If you die, these items fall to the ground in the nearest open space.

Whenever you leave this form via spells or features like Wild Shape or polymorph, you no longer gain these benefits or penalties.

Channel Divinity: Stand Guard

At 2nd level, you can use your Channel Divinity feature as a reaction when you or your bearer are attacked to have your embodiment weave a defensive shield, standing beside your bearer.

Wings of Deliverance

At 6th level, you carry your bearer upon wings of holy light or blackest shadow. You gain a flying speed of 30 feet. Whenever you cast a spell of 1st level or higher, you can use a bonus action to grant this flying speed to your bearer until the end of their next turn. Additionally, you can manifest your embodiment anywhere within 10 feet of your bearer, and it can be moved up to 20 feet during your turn. It must always remain within 10 feet of your bearer.

Divine Strike

At 8th level, you gain the ability to infuse the weapons of your embodiment with the power of your deity. 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 radiant damage to the target.

When you reach 14th level, the extra damage increases to 2d8.

Patron Saint

At 17th level, your god reveals your true purpose, and grants you the power to perform your assigned task. Whenever a creature that you can see inflicts a critical hit, you can use your reaction to negate the critical hit, reducing it to a normal attack. If you hit the creature that rolled the critical hit before the end of your next turn, your first attack is a critical hit. Once you use this feature, you can’t do so again until you finish a short or long rest.

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