Cleric
Base Class: Cleric

The deity The Queen of Cats (other names include Shadow Guardian or Herald of the Moon) is a fickle entity. Those who strike out in search of adventure learn quickly that the shadows and crevices of the world hide many dangers. Most people have no defense against the worst things that prowl the darkness, the things that slip into the world from the places beyond. The Queen of Cats and her followers stand in opposition to those dark influences. Through the ages, her midnight prowling in cat form, and subsequent battles with creatures from the outer darkness, have given rise to the folk tales of cats protecting their owners from evil spirits.

Clerics of the Queen of Cats are rare and are typically mischief-makers and instigators who are usually hand selected by the Queen. they stand as a constant challenge to the evil that finds home in the darkness and and work to shed light into the shadow.

Contrary to the heavily armored clerics of other domains, Feline Domain Clerics either wear light armor or no armor at all,  counting instead on the blessings of the Queen of Cats to protect them. These Clerics almost never use a shield, instead preferring to use light weapons to remain mobile.

Driven by Curiosity

At 1st level, your training and travelling have taught you two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Domain Spells

You gain domain spells at the cleric levels listed in the Feline Domain Spells table. See the Divine Domain class feature for how domain spells work. These spells represent your quest for knowledge and information as well as your penchant for causing mischief.

Feline Domain Spells
CLERIC LEVEL SPELLS
1st identify, disguise self
3rd pass without trace, detect thoughts
5th dispel magic, blink
7th death ward, confusion
9th passwall, seeming

Blessing of Feline Prowess

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Underfoot

Starting at 2nd level, you can use your Channel Divinity to create a clowder (swarm) of small fey cats.

As an action, you call these fey spirits which lasts for 1 minute. The clowder appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the clowder up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the clowder space. Additionally, when both you and the clowder are within 5 feet of a creature that can see the clowder, they have disadvantage on attack rolls against that you, given how distracting the fey cats are to the target.

Improved Underfoot

At 6th level, of your clowder is within 5 ft of a creature that makes an attack role against a target other than you, you may use your reaction to impose disadvantage on the roll. Additionally, if a creature is within 5ft of the clowder and making a saving throw you may use your reaction to impose disadvantage on that roll as well. 

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Cloak of Shadows

Starting at 17th level, you can use your Channel Divinity to vanish with up to two other creatures.

As an action, you can cast greater invisibility at will on yourself and two other creatures you can touch. You may remain invisible for a length of time in hours equal to the caster’s character level. 

Previous Versions

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4/27/2020 3:46:41 AM
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4/27/2020 3:52:35 AM
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