Cleric
Base Class: Cleric

Gods of the Far Realms are generally disinterested in mortal affairs, however, whenever mortals interact with them, they come back unquestionably changed. They are patrons to the ambitious and morally ambiguous. Their clerics harbour forbidden and esoteric knowledge, hoarding magic items, plundering ancient tombs and communing with ancient entities. They prefer using eldritch magic at the bane of their enemies and to commune with dangerous entities and planes.

Additional Spell List

Additional spells are added to your Cleric Spells at certain levels in this class. These count as Cleric Spells for you but do not count against your level of Cleric Spells known.

1st Arms of Hadar, Dissonant Whispers

3rd Crown of Madness, Shadow Blade

5th Hunger of Hadar, Vampiric Touch

7th Shadow of Moil, Sickening Radiance

9th Contact other Plane, Dream

Divine in the Grotesque

You gain proficiency in the Arcana and History skills if you didn’t have proficiency already. You may also choose to learn two cantrips from the Warlock spell list, these count as Cleric spells for you however do not count against the number of Cleric spells known. When you finish a long rest, you may replace one or both of these cantrips for any other from the Warlock spell list.

Shield of Dread

As an action you can magically shield allies from psychic intrusions. Choose a number of creatures you can see up to your Wisdom Modifier (minimum of 1), until your next long rest any creature attempting to read their minds must first succeed a Wisdom Saving Throw against your Spell Save DC. On a failed save the creature attempting to read their mind is rebuked, taking psychic damage equal to your cleric level and becoming frightened of them until the end of their next turn.

You can use this feature once per long rest.

Channel Divinity: Otherworldly Appearance

Starting at 2nd level, you can use your Channel Divinity to tap into the ageless power of the Far Realms. As an action, you can choose a creature within 30 ft of you that you can see and force it to make a Wisdom Saving Throw against your spell save DC. On a failed save the creature takes 3d10 Psychic damage and cannot perceive you until the end of its next turn, forgetting about your existence, taking half damage and suffering no additional effects on a successful saving throw.

A creature with resistance to Psychic damage does not suffer the additional effects of the Channel Divinity but the damage ignores their resistance. 

Sacred Anomaly

Starting at 6th level, you cannot have your mind read by any means without your consent and gain immunity to psychic damage while you are conscious.

Potent Soul

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

Abhorrent Intervention

At 17th level you can use your Eldritch power to manipulate reality around you. As an action you activate a 30ft aura centering on yourself, choosing one of the following effects upon activation.

Aura of Eeriness. 

Creatures within your aura are considered to be under the effects of the silence spell and have disadvantage on saving throws made against your spells requiring verbal components. Additionally, the only audible noises within this aura are those you create.

Aura of Euclid.

When a creature within your aura attempts to move it must make a Wisdom Saving Throw against your spell save DC, on a failed save the creature expends its movement and ends up in an unoccupied space of your choosing within the aura (this space does not need to be within range of its movement speed).

Aura of Aversion

When a creature starts its turn within your aura, you can force it to make a Wisdom Saving Throw against your spell save DC. On a failed save the creature becomes frightened of you and gains vulnerability to psychic damage, if the creature has immunity to psychic damage it instead becomes resistance, a frightened creature may make this Saving Throw again at the end of each of its turns.

Aura of Sapping

Creatures of your choice within your aura have disadvantage on Strength Saving Throws and ability checks and do half damage with any attacks using their strength modifier. Additionally, when a creature starts its turn within this aura it must make a Wisdom Saving Throw against your spell save DC, on a failed save the creature cannot take both an action and a bonus action on that turn and has its movement speed halved. Once a creature succeeds this Saving Throw it cannot be made to remake it on its next turn.

Each of these auras last up to 10 minutes, unless dispelled early as a free action. You may use this feature twice per long rest but can only have one aura active at a time.

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