Base Class: Cleric
When souls depart, they first visit the Fugue plane where Kelemvor is lord. They are shepherded to the City of Judgement where their faith is assessed. If they resist temptation from devils, sheltered from demonic raiders that are attempting to steal souls, and are judged as faithful, they will be sent to live with the god that they worshiped in life. However, those deemed faithless will be at Kelemvor's discretion where he binds them for punishment.
Some of Kelemvor's clerics prudent enough, often called Fugue Knights, will be granted power and control over aspects of the Fugue plane and set as agents on the material plane to encourage the faithful, and warn the faithless. Even though they are often neutral in aspects of religion and politics, Kelemvor is indifferent to his Fugue Knight's leanings as long as they do the work that he requires. Part of this work is punishment of the faithless, or False, that are prisoners of the Fugue plane. Kelemvor grants his Fugue Knight's the ability to bring those souls to the material plane to live and die again in an endless cycle of torment. It also acts as reminder, to those still living, what horrors await the faithless.
Fugue Domain Spells
Cleric Level Spells
1st Armor of Agathys, Detect Evil and Good
3rd Ray of Enfeeblement, Gentle Repose
5th Spirit Guardians, Speak with the Dead
7th Death Ward, Blight
9th Raise Dead, Antilife Shell
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
Test of Faith
You are skilled in judging the faith of others to encourage the faithful and discourage the faithless.
At 1st level, when a creature that you can see has to make a saving throw, you can use your reaction to give the creature advantage or to impose disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
I'm addition, you gain proficiency with the Insight skill.
Channel Divinity: Instrument of Judgement
Starting at 2nd level, you can use your Channel Divinity to summon a faithless soul from the Fugue to the material plane.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Wisdom saving throw against your spell save DC or be Frightened.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Faithless Spirit stat block, which uses your proficiency bonus (PB) in several places.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you die.
Faithless Spirit
Medium monstrosity
Armor Class: 13 + PB
Hit Points: 5 + five times your Cleric level
Speed: 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 8 (-1)
Damage resistance: Necrotic
Damage Immunity: Poison
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 120 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Multi-attack: The spirit makes a number of attacks equal to 1/2 your PB (rounded down)
Shadowy claw: Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.
Chains of Kelemvor (1/day): Each creature within 15 feet that you designate have to make a strength saving throw against your spell save DC or else be grappled for 1 minute. If they escape the grapple or resist it, they are immune to this ability for 24 hours.
Reactions
Chastising Strike: When you are within 30 feet of the spirit and hit a target with a weapon attack, the spirit infuses the strike with its life force, causing the target and the spirit to take [roll]1d6[/roll] damage. You regain hit points equal to your Wisdom score.
Fugue Walk
At 6th level, your spirit's and your own connection to the Fugue plane allows you to channel a portal between you two.
On your turn, you can use your bonus action to teleport through the Fugue plane to a point within 5 feet of your spirit. You can use this ability twice per short rest.
Divine Strike
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 [roll]1d8[/roll] necrotic damage to the target. When you reach 14th level, the extra damage increases to [roll]2d8[/roll].
Kelemvor's Might
At 17th level, you are protected against certain types of creatures: celestials, fiends, and undead. Creatures of those types have disadvantage on attack rolls against you. You also can’t be charmed, frightened, or possessed by them.
Additionally, when you use Channel Divinity: Instrument of Justice, you summon two Faithless Spirits instead of one.
Previous Versions
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