Cleric
Base Class: Cleric

A Fallen Cleric is one who has fallen from their deity's favor, or renounced loyalty to all deities. They can come from any domain or alignment, but most often are associated with a neutral to chaotic alignment. Their power comes from their conviction, similar to a Paladin's oath, that no deity is worthy of their loyalty. Due to their lack of support from a divine being, they are unable to use traditional cleric spells, but they pulse with necrotic energy.

This is essentially a subclass to fall back on when roleplay situations warrant, and is not intended as a starting class, though of course with a sufficient background story, everything can be subject to DM approval.

Important changes to base Cleric class:

"Divine Domains" and "Channel Divinity" require the favor of a divine being. By its very nature, the Fallen Cleric does not have such favor, and therefore the Channel Divinity section should not be applied to this subclass. It has been replaced by Reckonings, a force of energy generated by the Fallen's hatred of the gods and his/her belief in the superiority of mankind's natural-born honor and strength over that of the gods.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.

Reckoning of War

From 1st level, your inner war with the gods charges your ferocity in battle. When you use the Attack action to make a melee attack, you can make one weapon attack as a bonus action.

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

Reckoning of Light

You recall lessons learned from your days walking in the light of the gods' favor, and at 2nd level, gain the Healer feat.

Reckoning of Death

 Starting at 6th level, when you hit a creature with a melee attack, your strike can be imbued with your distaste for the gods. The hit deals extra necrotic damage to the target. The damage equals 5 + twice your cleric level. This can be used twice between long rests,  increasing to 3 times between rests at level 18. It can only be used once per turn.

Might of the Fallen

At 8th level, your allies are empowered by your conviction and faith in their strength over that of any divine being. When they are within 15 feet of you, they gain advantage on non-magical attacks against your foes. In addition, their faith in you grants additional power to your strikes. For each ally affected by the Might of the Fallen, melee hits against an enemy can deal an additional 1d6 damage to your target. This extra damage increases to 2d6 per affected ally at 14th level.

Retribution of the Fallen

Starting at 17th level, if your HP drops below 50%, any subsequent hits against you deal the same amount of damage back to the enemy who attacked you with an additional amount of necrotic damage equal to your cleric level.

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