Cleric
Base Class: Cleric

Eldritch gods are inscrutable, even to their most zealous devotees, and rarely involve themselves with mortals. They might view what few supplicants they have as pests, sources of amusement, or tools for achieving unknowable ends. Consequently, the worship of these old gods is erratic. Followers form their own beliefs from eclectic knowledge, rumor, and conjecture. The reasons for their devotions are as manifold as their methods, but to many they are all simply madmen.

Eldritch Domain Spells

You gain the following spells at the indicated levels. You always have these spells prepared and they do not count against the number of spells you can prepare each day.  (user note: you will have to add these spells yourself)

 Cleric Level

1st

3rd

5th

7th

9th

Spells

dissonant whispers, sleep

detect thoughts, phantasmal force

fear, hunger of hadar

dimension door, evard's black tentacles

dream, modify memory

Occult Appendages

At 1st level, you know know Deep Speech.

You also gain the thorn whip cantrip. For you, the whip is a tentacle that makes two attacks against the same target or different ones. If an attack hits, it deals bludgeoning damage, or if the target is large or smaller, you can instead move the target up to 10 feet in any horizontal direction within range.

Aberrant Rituals

Starting at 1st level, you are an expert in unusual rituals. You know a number of spells of your choice from the aberrant ritual spell list equal to half your cleric level (rounded up). Each spell must be of a level for which you have spell slots. You can cast these spells only as rituals, unless you've learned them by some other means.

Additionally, when you gain a level in this class you can choose one of the spells you know through this feature and replace it with another spell from the aberrant ritual spell list, which must also be of a level for which you have spell slots.

The combined level of spells you can cast with this feature is equal to half your cleric level (rounded up). For example, when you reach 5th level in this class you can cast one 3rd level spell, one 2nd and one 1st level spell, or three 1st level spells. You regain all expended uses of this feature when you finish a long rest.

 

Aberrant Ritual Spells

 

Channel Divinity: Touch of Madness

Starting at 2nd level, you can use your Channel Divinity to touch the minds of other creatures with the knowledge of your god.

As an action, choose one creature you can see within 30 feet of you. That target must make an Intelligence saving throw. Aberrations and creatures with an Intelligence score of 3 or less automatically succeed. On a failed save, the target must roll a d10 to determine the effect it suffers for one minute or until it takes damage, as shown below.

d10

1

2

3

4

5

6

7

8

9

10 

Effect

 The creature retreats into its mind and becomes incapacitated.

The creature is enamored with the cleric's party and becomes charmed by them.

The creature becomes frightened and must use its movement each round to flee from the cleric. 

 The creature begins babbling loudly and is unable to speak, provide verbal components, or understand language. 

The creature is apoplectic and must use its action each round to attack the nearest creature. 

The creature experiences vivid hallucinations and has disadvantage on ability checks. 

The creature does whatever anyone tells it to do and that isn't obviously self-destructive. 

The creature hyperventilates and becomes blinded.

The creature loses its instinct for self-preservation and has disadvantage on saving throws. 

The creature is convinced it can't move and its speed becomes 0. 

Strange Gifts

At 6th level, you receive an unusual gift from your god in the form of a permanent alteration to your body or mind. Roll a d20 on the strange gifts table to determine which gift you receive or have the DM choose. Your god grants you a second gift at 10th level.

When you gain a level in this class or successfully use divine intervention, you can choose one of your gifts and replace it by rolling a d20 on the strange gifts table.

Amorphous (1)

Your body becomes amorphous, allowing you to move through spaces as narrow as one inch without squeezing. 

Bioluminescent (2)

As an action, you can become bioluminescent for one minute. You shed a dim light which reveals invisible creatures and objects in a 10-foot-radius.

Camouflage (3)

As an action, you can camouflage yourself against a surface. You become invisible until you move or take an action other than the hide action.

Climbing (4)

Suckers on your body allow you to slowly climb difficult surfaces, including upside down on ceilings, without needing to make an ability check or use your hands.

Control Hair (5)

As an action, you can extend, retract, and arrange any hair on your body up to a maximum length of 10 feet. This can instantly form a crude disguise.

Detachable Body (6)

As an action, you can detach or reattach any part of your body, such as a hand or eye. Detached body parts move, sense, and function normally

Expel Fluid (7)

As an action, you can expel up to 1 quart of harmless fluid, after which you are dehydrated. You can make it adhesive, slippery, viscous, odorous, opaque, colored, and flavored as you wish.

Expel smoke and ink (8)

As an action, you can expel smoke and ink for one minute to cause heavy obscurement in a 5-foot-radius, after which you are hungry and you can't use this action again until you complete a short or long rest.

Extra Face (9)

You grow a second face which is proficient in one skill and one tool of your choice.

Extra Limb (10)

You grow a trunk, tentacle, extra arm, or prehensile tail. This limb can't wield a weapon or don a shield.

Eyestalk (11)

You learn a cantrip with a range of 60 feet or less from any class's spell list, which you cast as a componentless beam from an eyestalk.

Inflate/Deflate (12)

As an action, you can inflate or deflate your body to increase or decrease your size by one category while holding your breath.

Long Limbs (13)

Your limbs elongate, doubling your height. Your reach and speed each increase by 5 feet.

Mysterious stomach (14)

Your stomach becomes a mysterious void, allowing you to swallow, store, and regurgitate at will up to 1 cubic foot or 30 pounds of gear.

Petrify (15)

As an action, you can become petrified for a predetermined duration of your choice. You complete short and long rests in half their usual time while in this state.

See through objects (16)

As an action, your pupilless eyes can see through solid objects out to a range of 15 feet until the beginning of your next turn. 

Smell (17)

You can smell fear, lies, anger, desire, sadness, and disgust in a 10-foot radius.

Speak Thoughts (18)

While you touch a creature, you can speak its surface thoughts word-for-word as they occur.

Telepathy (19)

You can telepathically speak with any creature you can see within 30 feet of you, though it may not understand you if you do not share a language.

Webbed toes (20)

Long webbed toes allow you to run across liquids without falling in on your turn and jump twice as far.

Potent Spellcasting

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

Eldritch Magic

Starting at 17th level, your magic is suffused with the whispers of your god. When a creature fails a saving throw against a spell you cast, you can use your reaction to make it roll a d10 to determine the effect it suffers until the start of your next turn, as shown below.

Additionally, you no longer need to maintain your concentration while casting a spell as a ritual.

d10

1

2

3

4

5

6

7

8

9

10 

Effect

 The creature retreats into its mind and becomes incapacitated.

The creature is enamored with the cleric's party and becomes charmed by them.

The creature becomes frightened and must use its movement each round to flee from the cleric. 

The creature begins babbling loudly and is unable to speak, provide verbal components, or understand language.

The creature is apoplectic and must use its action each round to attack the nearest creature. 

The creature experiences vivid hallucinations and has disadvantage on ability checks. 

The creature does whatever anyone tells it to do and that isn't obviously self-destructive. 

The creature hyperventilates and becomes blinded.

The creature loses its instinct for self-preservation and has disadvantage on saving throws. 

The creature is convinced it can't move and its speed becomes 0. 

Previous Versions

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