Base Class: Cleric
Not every cleric dedicates themselves to a god, directly or indirectly, and many will dedicate themselves instead to a purpose or way of life. However, very few clerics dedicate themselves to standing in opposition of the gods themselves and still carry the name. These iconoclasts, or 'anti-clerics', have such dedication to standing against the gods and their meddling in mortal lives that this itself gives them power.
Iconoclasts resemble normal clerics to the uninitiated, invoking powers and spells similar to their devout kin. They can even invoke what passes for their own divine intervention, although the source of this miraculous agency is far from divine, or profane for that matter. Two possible sources for an iconoclast to draw their power would be either their own self-agency and dedication to non-reliance on the divine, or from the 'residual belief' that comes from those who, like them, have forsaken the gods. Alternatively, an iconoclast may actually be secretly powered by a god of scepticism, a demon or devil that wishes to weaken the hold of gods in a realm, or a deity that seeks to usurp belief.
Domain Spells
1st-level Iconoclast Domain feature
You gain domain spells at the cleric levels listed in the Iconoclast Domain Spells table. See the Divine Domain class feature for how domain spells work.
Iconoclast Domain Spells
| CLERIC LEVEL | SPELLS |
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1st |
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3rd |
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5th |
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7th |
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9th |
Profane Wisdom
When you choose this domain at 1st level, you gain advantage on History and Religion ability checks relating to Celestials, Fey and Fiends.
Additionally, you can give yourself advantage on one attack roll you make against a Celestial, Fey, or Fiend. You can use this ability a number of times equal to your proficiency bonus, regaining all uses on a long or short rest.
Channel Divinity: Divine Antithesis
Starting at 2nd level, you can use your Channel Divinity to end the boon or curse affecting a creature.
When you hit a creature with a weapon attack, you can end any spells affecting them if the spells level is equal to or less than half your cleric level, rounding up. The attack deals additional psychic damage equal to your cleric level.
Alternatively, you can use your action to touch one creature, ending any spells affecting them if the spells level is equal to or less than half your cleric level, rounding up. The creature gains temporary hit points equal to your cleric level.
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Channel Divinity: Antifaith Shell
At 8th level, you can use your Channel Divinity to create a shell raw disbelief that dissipates the effects of the divine and profane around you.
As an action, you create a 10 foot radius aura that moves with you. An creature within the aura cannot be affected by Cleric, Druid, Paladin, Ranger or Warlock spells.
This aura lasts for a number of rounds equal to your Wisdom modifier and you must maintain concentration during that time, as if you were casting a spell.
Bulwark of the Resolute
At 17th level, you have steeled your will against any creature that would attempt to manipulate it. You are immune to the charmed condition. Additionally, you have advantage on saving throws to resist spells and abilities from Celestials, Fey, and Fiends and resistance to damage from their attacks.
Previous Versions
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