Cleric
Base Class: Cleric

You are the embodiment of one of the aspects of Death. The Wolf hunts down the souls of those the Lamb is called to reap.

Domain Spells

1st: False Life, Cure Wounds

3rd: Ray of Enfeeblement, Lesser Restoration

5th: Revivify, Vampiric Touch

7th: Guardian of Faith, Death Ward

9th: Antilife Shell, Raise Dead

Start the Hunt

When you choose this Domain, your soul splits in two; The Lamb and The Wolf. You choose which side your consciousness remains in. Your features from this class vary according to your choice.

Lamb: You no longer feel emotion, but are the semblance life. You can cast Heroism at your highest spell level once per day without expending a spell slot and it is always prepared.

Wolf: You feel all emotion, but are death incarnate. You can cast Inflict Wounds at your highest spell level once per day without expending a spell slot and it is always prepared. When cast in this way it always deals maximum damage.

Bonus Proficiencies

You gain proficiency with martial and exotic ranged weapons. You also become proficient in the Survival skill (if you weren't already).

Channel Divinity: The Arrow's Mark / Sniff Them Out

(Wolf) The Arrow's Mark: Lamb makes a ranged attack against a target you can see (+5 to hit, 2d8 Piercing damage). If it hits, you know where the target is for the next 24 hours, regardless of their plane of existence and ignoring any warding effects or racial traits. The attack bonus increases as you reach certain levels in this class (5th Level: +7; 11th Level: +9; 17th Level: +11).

(Lamb) Sniff Them Out: You command Wolf to hunt down an enemy and attack them when found. As long as you and Wolf are within 1000 feet of each other, you do not need to make Wisdom (Survival) checks to follow Wolf. The stats for Wolf are those of a Dire Wolf whose CR is equal to half your Cleric level (rounded up).

Fear of the End

Starting at 6th level, you may use your Bonus Action to emanate an aura of True Fear. All living creatures within 120 feet of you must make a Wisdom Saving Throw against your Cleric DC. This aura lasts for 1 minute. On a failure, they must use their turn to get as far away as possible. A creature that failed their save may use their Bonus Action to repeat the save. Any creature that passes the save is unaffected by the aura for 1 minute. You may use this feature a number of times equal to your Wisdom modifier. You regain all uses when you finish a Long Rest.

If you are Lamb and Wolf is within 120 feet of you, you may have the aura emanate from Wolf instead.

Kiss of Life / Embrace of Death

Lamb: You may use an action to touch a friendly creature. It gains the benefits of the Death Ward spell for the next 24 hours. If Wolf is active, it always gains the benefits of this feature.

Wolf: You may use an action to force your Mark to make a Charisma Saving Throw. On a failure, they are banished to the plane of death (as though you had cast 4th Level Banishment on them). You still have to concentrate on this as normal. If the effect does not end early, the target takes 8d8 Necrotic damage when it returns.

You may use this feature once per Short or Long Rest.

We Are One

Your consciousness pulls your soul back together. You are now both Lamb and Wolf and must always say "we" when referring to yourself.

When you would use a feature that has different effects for Lamb versus Wolf, you may choose to activate either effect. You still have the same maximum number of uses of any given feature, and expend a use as normal.

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2023 12:14:17 PM
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Coming Soon

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