Cleric
Base Class: Cleric

IF YOUR GROUP ASKS WHAT TYPE OF CLERIC YOU ARE TELL THEM YOU ARE A LIFE DOMAIN CLERIC! ONLY THE DM NEEDS TO KNOW WHAT YOU TRULY ARE.

 

A Cleric that has abandoned their previous deity, reasons unimportant, and now follow a deity of evil to bring about a reign of darkness to the world. These Clerics pretend to follow a normal deity of the light in order to hide out amongst the common people without being driven out or killed. These types of clerics are meant to be harbingers of evil, whose main goal is to corrupt as many people as they can and to raise as many demons as possible in preparation for the coming of their evil deity. This cleric must hide out among the group, slowly turning them toward evil or creating opportunities where, in moments of weakness, the party members can fall prey to becoming secretly possessed by a lieutenant demon of an evil deity. Once the weaker evils have been dispatched then will be the time to turn on your comrades, cut them down and make them rise again as followers of your evil deity so that they may serve as lieutenants on this mortal plane for the rest of eternity.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Righteous Death

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. This ability works to fortify the souls of your companions so that when they are ripe to be plucked from this world they will be stronger lieutenants for your patron deity.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your fake holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. The creature that you use this on will unknowingly receive a certain amount of evil karma for your god/goddess that you follow, effectively marking the soul of the creature as the property of your patron.

Boon of the Wicked

Due to your diligence in following your patron god/goddess you have been granted a boon to heal you as you heal others. Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. When this comes into effect your healing spells effectively steal life from the creature that you are healing to heal you, do not tell the creature this just claim that you only healed them for the amount that you heal minus what you stole.

Strike of Malevolence

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Path Of The Fallen Image

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