Cleric
Base Class: Cleric

Nearly all clerics pray to a god, and their belief in them is what gives them their power. However, some clerics worship dead powers, or gods that prefer not to give powers to the unworthy, or the unproven. And some have lost their god's trust, leaving them without their power. These are the clerics of the Abandoned Domain.

Spell Collection

You have an empty place in your soul where domain spells would usually reside (ignore the Domain spells this class gives you; they are placeholders). Thankfully for you, that space can be filled. At level 1, when you successfully save against a spell that is 5th level or lower, you can use a reaction to add that spell to your list of prepared spells the next time you finish a long rest if you can use that level spell slot. For the first two spells per spell level you use this ability with, they are added to your list of Domain spells, even if you cannot yet cast at that level. During a long rest, you can also use a spell scroll to add the spell to your list of prepared spells if you can cast it, adding it to your Domain spells if it is of an appropriate level which is not filled yet.

Empty Soul

At 1st level, your soul feels empty, and it craves any kind of healing. Whenever you are healed, you are healed for the maximum amount of hit points possible from the source of healing.

Channel Divinity: Healing Pool

At 2nd level, you can expend one use of Channel Divinity as an action to make a melee spell attack against one creature. On a hit, the creature takes poison damage equal to 1d10 + your Cleric level. Then, you can add an amount of hit points into a Healing Pool equal to the damage done, separate from your health. As a bonus action, you can add any amount of hit points to a creature you can touch, including yourself, by spending an equal amount of hit points from your Healing Pool. 

Divine Resistance

At 6th level, your distance from divinity has made you resistant to the effects of demons, undead, and celestials. You are resistant to fire, poison, radiant, and necrotic damage.

Divine Strike

At 8th level, 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Rejection

At 17th level, you have built up even more barriers from divine and demonic forces. You now have immunity to fire, poison, radiant, and necrotic damage, and you are immune to the Poisoned condition.

Previous Versions

Name Date Modified Views Adds Version Actions
9/7/2018 12:34:21 AM
233
11
1
Coming Soon
3/1/2019 4:58:20 AM
5057
99
--
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes