Cleric
Base Class: Cleric

Using 1 of 7 handsigns you can make a void to your control Abyss, Blaze, Deep, Lair, Prehistoric, Crystal cave, Blizzard using these you can make creatures in the domain Abyss:Shadow creatures. Blaze:fire and lava demons and golems Deep:Sea creatures Lair:Dragons Prehistoric:dinosaurs Crystal cave:Crystal creatures Blizzard:ice and snow creatures these domains cover a massive amount of area nothing can leave or enter you control the things inside but you take 1d8 of damage for every domain you make

Bonus defense

When you choose this domain at 1st level, you gain +6 Ac

Disciple of Void

Also starting at 1st level, your Damage 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 5 + the spell’s level.

Channel Void: Curse Life

Starting at 1st level, you can use your Channel Void to damage opponents.

As an action, you present your voidic symbol and evoke Damaging energy that can take a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and they recive all damage among them. This feature can take a creature to no more than ⅔ of its hit point maximum. You can use this feature on any creature.

Cursed Healer

Beginning at 2nd level, the damaging spells you cast on others heal you. When you cast a spell of 1st level or higher that takes hit points from a creature other than you, you regain hit points equal to 5 + the spell’s level.

Cursed Strike

At 8th level, you gain the ability to infuse your weapon strikes with cursed energy. 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.

Cursed Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Comments

Posts Quoted:
Reply
Clear All Quotes