Base Class: Cleric
There is a organisation of cultists who worship the Witch of envy and some gain a witch factor which give them the ability of one of the authority of the seven sins, this one is base on sloth. These cultists one goal are to please the the Witch of envy by unsavoury means.
Authority of Sloth Spells
| Cleric Level | Spells |
|---|---|
|
1st |
Cause fear, hex |
|
3rd |
Crown of madness, invisibility |
|
5th |
Hunger of Hadar, Summon Shadow spawn |
|
7th |
Divination, Phantasmal killer |
|
9th |
Commune, Bigby’s hand |
The Gospel
You are given a gospel by the Witch, this has the ability of telling the reader a future that shout there desire in a every vague way. At 1st level at the end of a long rest you love into your gospel and read one vague route you can take that based on your goal, Dm decide what written in it. The gospel writing can only be understood by you, other only see it as maddens not making any sense.
Unseen Hand
At 1st level you summon the main magic of sloth authority. You get the mage hand cantrip as a cleric spell and dose not count as spells you know. As a bonus action you summon a invisible mage hand spell but as a action you can use the attack action on a creature, if you hit with your spell attack modifier, they take d6 slashing magical damage and must succeed against your dc by a dexterity saving throw or be grappled, you can use your bonus action on a grapple foe for them to take bludgeoning magical damage by the amount of your proficiency. People grapple by the hand can try to get out by succeeding by a strength saving throw at the start of there next turn.
This spell''s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Channel Divinity: Black Wave of Madness
At 2nd level you can unleash madding wave of Sloth authority. As a action you use your Channel Divinity to unleash madness on creatures 30 feet of you, who must succeed on a Wisdom saving throw against your DC, if they fail the saving throw they take a effect of short term madness, Dm rolls on the table which madness it is, how long it lasts and take they take 2d10+your cleric level of psychic damage but if the creature succeed they take half damage and take no short term madness.
Unseen Flying of Hands
At 6th level you can summon a giant Unseen hand to ride on, looking like your standing on air. As a action you gain a flying speed for one minute, you can do this a numbers of times equal your proficiency and can regain this ability on a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spirt of Sloth
Starting at 17th level, you are now a archbishop of sloth so you must live to do her work. When you have died your spirt live on, possessing someone when you do so you keep all your original game statistics but your race is changed to who you possess so you change your racial traits and the equipment you had is left from your original body and you carry what equipment your new body has. To gain the chance to possess someone you have to have a 1 hour ritual on someone willing or if you have no willing people to possess, you can force your way in someone you choice, the person your trying to possess must make a charisma saving throw if they succeed you fail to possess them and you die. The target must be a humanoid and when you use this feature, you can’t use it again until you take a long rest.
Previous Versions
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5/24/2021 10:29:23 AM
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Coming Soon
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