Cleric
Base Class: Cleric

Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren's song that calls out for mortal worshippers through lucid dreams and the whispers of dead gods, The Eldritch domain empowers the devoted followers of the unknown and distant forces of chaos, divinie entities of eldritch oblivion, and dead gods

Domain Spells

1st-level Eldritch Domain feature

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

Eldritch Domain Spells
Eldritch Domain Spells
Cleric Level Spells
1st Hideous Laughter,sleep
3rd Detect Thoughts,See Invisibility
5th Fear,Tongues
7th Confusion,Phantasmal Killer
9th Contact Other Plane,Dream

 

Unpredictable Inspiration

At 1st level choose any cantrip, the chosen cantrip counts as a cleric spell for you but does not count against the number of cleric cantrips you know, each time you finish a long rest you may replace the chosen cantrip with any other cantrip of your choice

In addition you gain proficiency in any skill of your choice, Each time you finish a long rest you may replace the chosen skill with another skill of your choice

Eldritch Contagion

Starting at 1st level you've been gifted the ability to impart a fleeting taste of the unknown on others. When you cast a spell with a spell slot of 1st level or higher that targets 1 or more creatures, you may use a bonus action on the same turn to force one of the spells targets to make a wisdom saving throw, On a failure roll on the Eldritch Effects table and the creature suffers that effect for 1 minute, At the end of each of its turns the creature can make another wisdom saving throw, ending the effect on a success. This effect ends early if you use this feature again

 

Eldritch Effects  
d8 Effect
1 The creature cannot speak or cast spells with verbal components.
2 The creature takes [roll]1d8[/roll] psychic damage at the start of each of its turns.
3 The creature is disorientated and immediatly falls prone and falls prone at the end of each of its turns if it moves 5 feet or more
4 The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom (perception) ability checks
5 The creature is unsure of itself, it can move or take an action on its turn but not both and it cannot take reactions
6 The creature is reckless, it has advantage on attack rolls but all attack rolls against it have advantage
7 The creature deafened and cannot see objects or creatures further than 30 feet away
8 The creature is frightened of you

Channel Divinity: Prophecy of Doom

Starting at 2nd level you can use your channel divinity to speak a prophecy, inducing visions and hallucinations to nearby creatures.

As an action choose a point within 120 feet of you that you can see and roll on the Eldritch Effects table. Each creature within a 15 foot radius sphere centered on the chosen point must succeed on a wisdom saving throw or suffer the temporary effect for 1 minute. At the end of each of its turns the creature may repeat the saving throw, ending it on a success

Otherworldly Calm

Starting at 6th level, you gain resistance to psychic damage and advantage on saving throws against being charmed and frightened.

Additionally, any creature that attempts to read your thoughts find them incomprehensible. The attempt automatically fails and they must succeed on a Wisdom saving throw against your cleric spell save DC or take psychic damage equal to your cleric level.

Potent Spellcasting

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

Sing the Song That Ends the World

Starting at 17th level, creatures who fail a save against your Prophecy of doom feature take [roll]10d10[/roll] psychic damage. Once a creature has taken damage in this way, it can't take damage from this feature again for 10 minutes.

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