Base Class: Cleric
No one has worshipped the Final Scribe for centuries, they say. Lord of the End of Everything is a dead god, they say. But that is not dead which can eternal lie. The Companions of the Pallid Mask, the Scriveners of Doom, the Hand of Jergal...have they lain dormant? Sleeping? Have they risen from death? Did they ever really disappear at all? These are not questions which trouble the minds of most. But in the wake of the War of the Absolute, there are whispers of a return.
Jergal's Domain Spells
The Final Scribe is the author of all endings, and his clerics concern themselves with ensuring that his eternal peace comes to all things in their proper time. They are what Jergal needs them to be: necromancers, healers, assassins, poisoners, death knights, even vampires and liches. They can ease the suffering of the dying or hasten the arrival of death. They can destroy the undead or command them.
| Cleric Level | Spells |
|---|---|
| 1st | False Life, Cure Wounds, Sickening Ray |
| 3rd | Gentle Repose, Summon Undead |
| 5th | Animate Dead, Revivify, Vampiric Touch |
| 9th | Mass Cure Wounds, Raise Dead, Mass Animate Dead |
Bonus Proficiency
When you choose this domain at 1st level, you gain a skill proficiency of your choice.
Level 1: Scrivener of Doom
Scriveners of Doom were traditionally the lowest rank of Jergali priests. They worked as scribes, funerary workers, and morticians. They perform the ritual of The Sealing and read the names of the dead on the Night of Another Year.
The Sealing. Whenever you encounter a corpse, of a creature with Intelligence of greater than 4, which has not been consecrated by The Sealing, you can choose to consecrate it. This ritual takes 5 minutes per corpse. You record the creature's name, manner of death, and destination in the afterlife in your Book of Final Breath.
Night of Another Year. On the final day of the year--Nightal 30 by the Calendar of Harptos--you forgo a Long Rest at the end of the day. Instead, you observe the holiest night of your religion's year: the Night of Another Year. You spend all night reading the names of the previous year's dead before chanting "One year closer!" For every 10 corpses you recorded in your Book of Final Breath, permanently increase your Intelligence, Wisdom, or Charisma by 1; you can also choose to expend 20 corpses at a time to permanently increase your Dexterity by 1.
Level 1: The Toll of Ages
The priests of Jergal are deathless, as is he. This class can only be selected for a Deathless character.
Level 1: Seneschal of Death
The Lord of the End of All Things decides when each thing ends, and his priests are the shepherds and stewards of the journey from death to life.
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. You can use this ability a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Level 1: Disciple of the Final Scribe
The Forgotten One commands power over life and death, and as your service to him deepens, so does your ability to wield these forces. Whenever you use a spell of 1st level or higher to restore HP or inflict Necrotic damage, the number of HP restored or damaged is increased by a number equal to your character level.
When you would normally roll one or more dice to restore hit points to a creature (including yourself), you instead use the highest number possible for one die.
You learn the Spare the Dying cantrip, which doesn't count against the Cleric cantrips you know. For you it has a range of 30 feet and can be cast as a Bonus Action.
Level 2: Companion of the Pallid Mask
The Companions of the Pallid Mask are the Jergali priests who specialize in combating and commanding the undead. They hunt down those undead whose existence is not sanctioned by the church, and in years past they commanded undead work crews and combat formations.
Add 1d4 to attack rolls and damage rolls against Undead creatures. The additional damage is Radiant.
When an Undead creature you summoned or created is reduced to 0 hit points, treat it as a downed character making death saving throws. Undead creatures you summon or create can exist indefinitely; their existence does not when their spell normally says it does.
You learn the following spells at the following levels:
| Cleric Level | Spells |
|---|---|
| 2nd | Hadar's Blast, Archive the Dead |
| 4th | Opportunistic Infection, Shroud of the Dead |
| 6th | Swirling Shadows |
| 8th | Kiss of Death |
| 12th | Create Undead, Danse Macabre |
Channel Divinity: One Year Closer
As an action, you can move up to your speed without taking opportunity attacks. Whenever you pass within 5 feet of a creature, you can restore HP to them from a total pool of 5 times your Cleric level. You may divide these HP among any number of creatures. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on a construct. When you pass within 5 feet of a creature, you can alternatively choose to curse them: the next attack roll that would be made against that creature without Advantage is made with Advantage.
Level 6: Gatekeeper of All Endings
The Lord of the End of All Things decides who lives and who dies. Whenever you deal Necrotic damage you ignore resistance to Necrotic damage. Whenever you restore hit points to yourself, any number of creatures you can see regain hit points equal to 2 + your highest spell level. Once per Long Rest, as a Reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit unless the attacker makes a Wisdom save against your Spell Save DC.
Level 8: Hand of Jergal
The priests of the Hand of Jergal are tasked with avenging slights against Jergal or his church, such as unsanctioned necromancy or the looting of a tomb.
Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 1d8 Necrotic or Radiant damage (your choice) to the target. The target of any attack you make that deals Necrotic damage takes additional Necrotic damage equal to your Wisdom modifier even if the spell does not hit.
When a hostile creature you can see casts a Necromancy spell, you can use a Reaction to deal 1d8 Necrotic or Radiant damage (your choice) to that creature. When you take attacks of opportunity against Undead creatures, they take 1d4 Necrotic or Radiant damage (your choice) even if you miss.
When you deal Necrotic damage to a target wielding magic items, the target receives an additional 1 Necrotic damage for each magic item it wields.
Level 17: Arbiter of Souls
When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn. When you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target. When you would normally roll one or more dice to restore hit points to a creature (including yourself), you instead use the highest number possible for each die. When you would normally roll one or more dice to deal Necrotic damage to a creature, you instead use the highest number possible for half of the dice rolled (round down.)
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