Cleric
Base Class: Cleric

The dreaded subject maths is worshipped by dark cultists who see logic in everything.

Domain Spells

1st-level Mathematics Domain feature

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

Twilight Domain Spells
Cleric Level Spells

1st

bane, command

3rd

zone of truth, silence

5th

fear, haste

7th

compulsion, confusion

9th

mislead, legend lore

Bonus Proficiencies

1st-level Mathematics Domain feature

You gain proficiency with Arcana and Investigation.

Quick Maths

1st-level Mathematics Domain feature

As a reaction, when a creature within 60 ft of you makes an attack roll, ability check or saving throw. You can roll 1d10 and subtract it from their roll. You can use this ability equal to your wisdom modifier or {{modifier:wis@min:1#unsigned}}.

Substitute Numbers

1st-level Mathematics Domain feature

As a bonus action you can roll a d20 (do not show anybody the result). You keep this number for A creature can use their reaction to replace their roll with your number.

You can only have one number active at a time and you can use this ability equal to your proficiency bonus

Channel Divinity: Incorrect Factorisation

2nd-level Mathematics Domain feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you can force any creature of your choice within 60 ft of you to make a Wisdom saving throw. If they fail, all their rolls gain a penalty equal to 1d6 + {{modifier:wis@min:1#unsigned}}. This effect lasts until the end of your next turn.

 

Improper Addition

6th-level Mathematics Domain feature

As a bonus action, you can add or subtract 5 from a creature’s armor class, a saving throw of your choice, attack rolls, ability checks, damage or movement speed. This ends when the target uses your 5.

Divine Strike

8th-level Twilight Domain feature

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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.

Probability Manipulation

17th-level Mathematics Domain feature

You cannot roll lower than a 9 in skills you are proficient in.

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