Cleric
Base Class: Cleric

You draw power from the Gibson. His name is Gibson.

Domain Spells

You gain domain spells at the cleric levels listed in the Gibson Domain Spells table. See the Divine Domain class feature for how domain spells work.

Gibson Domain Spells

Cleric Level Spells
1st bane, protection from evil and good
3rd blindness/deafness, ray of enfeeblement
5th bestow curse, dispel magic
7th banishment, confusion
9th contagion, wall of force

Heretics Are To Be Burnt In Holy Flames

At 1st level, you gain the ability to scare those who do not follow the rules of your religion. You become proficient in Intimidation.

In addition, you learn the burning hands spells, which doesn’t count against the number of cleric spells you know. You can cast it as a bonus action.

Forms of the Gibson

At 1st level, you gain the ability to let out the Gibson's magic in small bursts of power. Choose one of the following options.

Gothic Gibson - Choose 3 creatures within 30 ft of you. They must make a DC 14 Wisdom Saving Throw or be frightened until the end of your next turn.

Big G O D - A creature of your choice gains advantage on strength checks and saving throws for 10 minutes

The Emperor - Choose a creature within 10 ft of you. It must make a DC 15 Wisdom Saving Throw or become charmed for 1 hour. Any attempt to harm the charmed creature will end the effect early.

You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.

Big G O D

As a bonus action, a creature of your choice gains advantage on strength checks and saving throws for 10 minutes. That creature also deals double damage to objects and structures.

Gothic Gibson

As a bonus action, choose 3 creatures within 30 ft of you. They must make a DC 14 Wisdom Saving Throw or be frightened until the end of your next turn.

The Emperor

As a bonus action, choose a creature within 10 ft of you. It must make a DC 15 Wisdom Saving Throw or become charmed for 1 hour. Any attempt to harm the charmed creature will end the effect early.

Channel Divinity: Punish The Heretics

Starting at 2nd level, you can use your Channel Divinity to declare that they are a heretic.

As a bonus action, you can choose up to 3 creatures you can see within 30 feet of you, cursing them for 1 hour. Each cursed creature must subtract a d6 from their attack roll until the curse ends.

Brand of Heresy

At 6th level, you gain the ability to brand your heretics and inflict more punishment upon them. All heretics gain the following:

  • Their speed is reduced by 15 ft
  • They cannot take reactions
  • Every time they fail an attack roll or saving throw they take 1d10 psychic damage

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Heretical Fate

Starting at 17th level, your mercy towards heretics are almost non-existent. Those who are marked as heretics stay heretics until you are unconscious or dead.

Previous Versions

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