Base Class: Cleric
The Snurch
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in the Deception and Persuasion skill. You can add double your proficiency bonus to any check you make with these skills that aims to convert the target to the snurch.
Bonk of the Horny
Also starting at 1st level, you get a new reaction. When a creature within 30 ft. of you displays an undue amount of horniness, you summon an illusory wooden mallet that hits the offending creature, dealing 1d4+1 psychic damage. You can use this reaction a number of times equal to your Wisdom modifier (minimum of 1), regaining all uses on a short rest.
Channel Divinity: Grift of the Snurch
Starting at 2nd level, you can use your Channel Divinity to grift those around you.
As an action, you present your holy symbol. Any humanoid within 30ft of you must succeed on a Wisdom save or spent their action donating money to the snurch. The amount they donate is your wisdom modifier in gold pieces (minimum of 1 gp).
Diciple of the Snurch
Beginning at 6th level, your devotion to the Snurch grants you special abilities:
- You gain resistance to acid damage
- The donations you receive through your Grift of the Snurch now equals your Wisdom Score (minimum of 1 gp)
Divine Slime
At 8th level, you gain the ability to infuse your weapon strikes with snails juice. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of the Snurch
Starting at 17th level, you manifest aspects of the Snurch. Your feet excrete sticky snail slime, giving you the benefits of Spider Climb permanently. You are also immune to acid damage.
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