Base Class: Cleric
You are a being of deep sorrow and empathy. You use your divine magics to enact the graces of karmic balance; helping those who suffer, and bringing despair to those who would do harm unto others. People who are lost feel obligated to reach out to you, and people who have been made better by your magics and open ears will remember you always. You take the pain and sorrow of yourself and others and use it to destroy makers of such sorrow.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Someone To Talk To
Also starting at 1st level, you gain advantage on Wisdom (Insight) to determine if someone feels despair, loneliness, or sadness. If the creature feels those feelings you gain advantage on all Charisma ability checks, and add your Cleric level to the amount rolled while talking to them.
Channel Divinity: Aura of Despair
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and emit a wave of sorrow that reminds creatures of their worst memories. You may choose a number of creatures up to your wisdom modifier (Minimum 1) within 30' of you, those creatures must make a wisdom saving throw against your spell DC or take 3d6 Psychic damage and lose their reactions until the end of your next turn. On a save the creature takes half as much damage and the effects are mute.
Mind Numbing Gloom
Beginning at 6th level, you gain resistance to psychic damage. Also, whenever a creature deals psychic damage to you it takes the same amount of psychic damage you take (after resistance is applied)
Calming Demeanor
At 8th level, you gain the ability to calm the emotions of friends and foes. You may use this ability a number of times equal to half of your cleric level per day. You may chose from the following reactions when you enact this ability, and you may declare your reaction after the creature uses their action. The target must be able to see you, charges reset after a long rest.
- Impose disadvantage on a creature attacking you
- Cure an ally from the frightened, stunned, or charmed condition
- Stop a creature from moving away from you until the start of its next turn
- Give advantage on a Wisdom (Medicine) check to anyone trying to stabilize an ally
Improved Aura of Dispair
Starting at 17th level, when you use your action to Channel Divinity: Aura of Despair the creatures you target have disadvantage on the save, the damage increases to 6d6 psychic damage, and creatures who fail lose their actions, bonus actions, and reactions until the end of your next turn. On a save the creatures take half of the psychic damage, and only lose their reactions until the end of your next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/30/2020 2:42:43 AM
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5
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1
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B 1.01
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Coming Soon
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