Cleric
Base Class: Cleric

For everything that is, all things will end. It is the one truth of not just life, but the universe. Beyond the existence of death, the end is the inevitability of existences in all forms. Man, Monster, Royalty, Devils, Dragons, Lichs, even the Gods themselves all bow to one, the inevitable End. As the planes begin to grow, so does the chaos and entropy stir. And as it grows, so too does the clock  ticks down.

Clerics of the Entropy Domain do not worship Gods of Death as many believe. And while Gods of Chaos seek to cause problems, they too act on a scale of self-pleasuring antics. True chaos is unmeasurable, unpredictable but points to one conclusion. It is controlled yet wild, structured yet varying, vivid yet simple: all must end. Even in death, the scale does not balance, all is in flux. 

The ultimate end, the zero sum, where all things lead. Entropy Clerics do not wish to hasten this event horizon, they simple wish to be amongst the system. “The End Will Come”.  

Bonus Proficiencies

At 1st level, you gain proficiency in persuasion. You learn two warlock cantrips.

First Law

Starting at 1st level, you can harness the energy wasted in your failed spells to use later. When you cast a spell that is 1st level or higher that either fails or misses, you gain a Entropic Charge. You may hold two times your wisdom modifier number of Charges. When you cast a spell, you may expend a Charge to add 1d4 to any spell damage or add to your Spell Save DC. 

At 5th level the dice increases to d6, at 7th level increases to d8, and at 11th level to d10.

Channel Divinity: Defy The Second

Starting at 2nd level, you can use your Channel Divinity to recycle and recast spells that failed to hit you. When a spell targeting you fails or misses, and a spell slot is consumed in the process, you may redirect the failed spell back at the caster. As a reaction, you expend a Channel Divinity and recast the failed or missed spell back at the caster. If the spell requires a spell attack roll, re-roll the attack using your own spell attack modifier. In the case that the spell requires a saving throw, use your own spell save DC. The spell is cast at the same level that it was originally cast. If the spell targeted multiple creatures including you, you may instead target the number of creatures that the spell missed or failed. 

Zeroth Law

At 6th level, when you add an Entropic Charge to your spell casting, all aspects of the spell are increased by a single charge roll. 

Potent Spellcasting

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

Feed The Third

At 17th level, you have begun to understand the mechanics of arcana, the weave, and the physics of magic especially how to manipulate the system. Once per long rest, you create a vacuum within an unoccupied space. The vacuum affects a radius of 20ft. Any spells that are casted within the radius are made at disadvantage and creatures within the area have advantage on saving throws against spells. If a creature enters within 30ft of the vacuum, it must make a dexterity saving throw, and on a fail is pulled 10ft towards the vacuum.

While in the area of the vacuum, if a spell is cast and successfully hits a creature (inside or out of the area) the caster takes 6d6 of cold damage. If a target within the area is hit with a spell, the creature takes 6d6 fire damage. 

The vacuum continues for a number of rounds (starting at the your turn) equal to your wisdom modifier. You may expend Entropic Charges to maintain the vacuum an additional round per charges spent. The vacuum continues until the time length has passed. You may use this feature once per long rest. 

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