Cleric
Base Class: Cleric

Features:

Level 1: Dour Blessings, Grim Determination
Level 3: Channel Divinity, Foul Foretelling
Level 6: Back Against the Wall
Level 8: Divine Strike (1d8)
Level 14: Divine Strike (2d8)
Level 17: Vicious Cycle

Spells: 

Level 1: Bane, False Life
Level 3: Gentle Repose, Ray of Enfeeblement
Level 5: Bestow Curse, Fear
Level 7: Blight, Death Ward
Level 9: Antilife Shell, Hold Monster

Domain Spells

You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.

Grave Domain Spells

Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th bestow curse, fear
7th blight, death ward
9th antilife shell, hold monster

Dour Blessings

At 1st level, you gain proficiency with martial weapons.  You also become proficient in one of the following skills: Insight, Intimidation, or Survival.

Grim Determination

Also at 1st level, whenever you make an ability check, attack roll, or saving throw, you can choose to roll a d6 and add the result to the d20 roll.  You can choose to use this feature after you roll the d20, but before the result is announced.  If the roll had disadvantage, or if you made the roll while at or below half your hit point maximum, you can use this feature after the result is announced.

You can use this feature a number of times equal to your Wisdom modifier (minimum once).  You regain all expended uses when you finish a long rest.

Channel Divinity: Foul Foretelling

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you Can present your holy symbol and utter a creature's name.  If the named creature is within 30 feet of you, you can curse it for 1 minute.  At any time while cursed, you can replace any attack roll, ability check, or saving throw the creature makes with a 1.  You must choose to do so before the roll.  The curse then ends.

Back Against the Wall

By 6th level, you can muster your will to press on during trying times.  You gain the following benefits:

Wile you are frightened, you can willingly move closer to the source of your fear. 
While you are at or below half your hit point maximum and you use your action to cast a spell, you can make one weapon attack as a bonus action.

Divine Strike

Starting at 8th level, you gain the ability to infuse yur weapon strikes with darker power.  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 necrotic damage to the target.  When you reach 14th level, the extra damage increases to 2d8. 

Vicious Cycle

Starting at 17th level, when a creature within 30 feet of you that you can see misses an attack, or fails an ability check or saving throw, you can use your reaction to curse it until the end of its next turn.  The next time the cursed creature makes an attack roll, ability check, or saving throw, it does so with disadvantage, and the curse ends.

Previous Versions

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9/4/2024 6:05:00 AM
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