Cleric
Base Class: Cleric

Rather then serving a god of a spezific type, you serve one or more gods, that want you to kill certain creatures, making you almost like an hitman for the gods. you can either aquiere about your targets when you start your service or along your way through visions. Just because your purpose for geting your powers or sometimes even exsisting is to kill, dosen't mean you can't also do other things, as long as you don't lose your focus on your mission completly. But upon eleminating all of your targets, you will lose your domain and either one of your godclients will offer to take you into their domain or you will be rewarded for your doings, so you can retire from killing.

Domain Spells

Cleric Level Spells

1st

HUNTER'S MARK, SILVERY BARBS

3rd

SCORCHING RAY, CLOUD OF DAGGERS

5th

FIREBALL, VAMPIRIC TOUCH

7th

BLIGHT, ICE STORM

9th

CONJURE ELEMENTAL, HOLD MONSTER

Born for Battle

Starting from Level 1: You are proficient with heavy armor and martial weapons. While you are holding a weapon in your hand, you can use it as a spellcastingfocus.

Quick Killer

Starting from Level 1: When use your action to make a weapon attack or cast a leveld cleric spell, you can use your bonus action to cast a cleric cantrip with a casting time of one action. You can use this feature a number of times equal to your wisdom modifier and regain all expanded uses on a long rest.

Channel Divinity: Execution Date

Starting from Level 2: As a bonus action, you point at a creatur, you can see, within 60 feet of you, to mark it for approching doom. The next time you deal damage to the creatur, roll a d4, to find out, what effect will happen:

  1. A holy beam of light from the sky pierces the creatur. The creatur takes holy damage equal to 5 plus your cleric level and has to make a constitution saving throw. On a failed save, the creatur becomes petrified for 1 minute, but can repeat the save at the end of each of its turns, to try to break free
  2. Ligthning smites the creatur. The creatur takes ligthning damage equal to 5 plus your cleric level and has to make a dexterity saving throw. On both saves failed, the creatur becomes paralyzed until the end of your next turn. 
  3. A strong gravitationel force is pulling the creatur down. the creatur takes force damage equal to 5 plus your cleric level and has to make a strenght saving throw. On a failed save, the creatur becomes prone and can't stand up for 1 minute, but can repeat the save at the end of each of its turns, to regain the ability to stand up.
  4. Black fire from hell engulfes the creatur. The creatur takes necrotic damage  equal to 5 plus your cleric level and has to make a wisdom saving throw. On a failed save, the creatur has to succsed on a constitution saving throw at the start of each of its turns for one minute or take on level of exhaustion, but can repeat the save at the end of each of its turns, to try to end the effect early and lose all levels of exhaustion gaind from it.

You can mark a creatur multiple times, but only one instance of marking will aktivate for one instance of damage, and you can only have a number of markings on a creatur at ones equal to the number of channel divinity uses, you have per short rest.

Absolute Extermination

Starting from Level 6: When a creatur is neither immun nor resistend agianst one of the following damage types, you can ignore resistenses and immunities, when dealing damage to that creatur: necrotic, radient, cold, fire, ligthning. If the creatur has resistenc or immunity, but not specificly immunity, agianst all of them, you can ignore resistenses, but not immunitys. This dosen't count for your channel divinity. In addition, if you kill a creature or touch it within one minute after its death, you can choose to destroy its soul, making it unable to be reborn by any means other then the wish-spell.

Potent Spellcasting

Starting from Level 8: You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Hand of God(s)

Starting from Level 17: All of your past Domain features are upgraded in the following way:

  • Born for Battle. Choose a number of spells of variing level equal to five times your wisdom modifier . They count as cleric spells for you are always prepared and don't count agianst the total number of spells you can have prepared. When you finish a long rest, you can change up to five spells.
  • Quick Killer. You can expand an additional use or more , when use this ability, to cast a leveld spell instead of a cantrip, the level of spell can't be higher then the amount uses expanded to cast it.
  • Absolute Extermination. It does now count for every damage type and does now also work on your channel divinity.

Previous Versions

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8/11/2024 2:07:15 AM
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8/11/2024 2:03:01 PM
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