Cleric
Base Class: Cleric

Smite the only Magus of your society and make them suffer

Spell Casting

Expanded Spell List

Each domain has a list of spells-it's domain spells- that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare for that day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

1st: Detect Magic, Hunter's Mark

3rd: Hold Person, Locate Object

5th: Counterspell, Dispel Magic

7th: Otiluke's Resilient Sphere, Freedom of Movement

9th: Scrying, Dispel Evil and Good

Channel Divinity

Channel Divinity: Siphoning Strike

Starting at 2nd level, you can use your Channel Divinity to drain magic users of their arcane power. After you have successfully hit with a melee weapon attack, but before your roll damage, you may expend one use of your channel divinity. The target must make a save using their spellcasting ability. If the target had multiple attributes for spellcasting, they may choose which save to use. The DC of this check is 10 + the damage dealt by your weapon attack. Any additional damage, such as from a spell which deals bonus damage on weapon strikes is not counted towards the DC of this save. If the target fails, the target loses a single spell slot of their choosing. If the target fails by 5 or more, you may choose which spell slot is drained. This ability may be used on any creature that can cast spells. This ability has no effect if the target cannot cast spells, or if all the target's spell slots have been expended.

 

Disruptive Strikes

 

Disruptive strikes

At 6th level, you have learned specific strikes which will disrupt a spellcaster's ability to concentrate. Any concentration checks you force a spellcaster to make are at disadvantage.

 

Improved Siphoning Strikes

Improved Siphoning Strike

Starting at 8th level, after you have used your Siphoning Strike ability, and your target has been drained of a spell slot, you may restore an expended spell slot equal to half the level of the spell that was drained, minimum 1st level. You may not exceed the maximum number of spell slots you are allowed to have based on your character level. 

Null Shield

 

Channel Divinity: Null Shield

Starting at 17th level, you may use your Channel Divinity to become immune to the forces of magic or to suppress any on-going effects of magic already cast upon you.  As a standard action you may expend a single use of Channel Divinity. You may do this even while incapacitated. During the next round no magic, good or bad, may affect you until the end of your next turn. Any spells with lingering effects, such as a slow spell, is suppressed, though these effects return at the end of your next turn. While under the effect of the Null Shield, you may not cast spells but may move, attack, use items and make saving throws. You may make saves against suppressed effects as normal. You cannot choose which spells affect you and which are suppressed, all are nullified for duration of the round. Summoned creatures can still attack you and indirect magic may still affect you, such as the illusion of illusory terrain. However any magical damage, such as the blast from a fireball, or spells which directly target you are nullified.

Previous Versions

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3/25/2021 11:32:49 PM
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