Base Class: Cleric
Clerics of the Meta Domain gain power from the god above all other gods, this being the true architect of the universe. They gain the power to bend reality to their will as they enforce order in a world full of chaos, making the job of the primaeval architect ever so slightly easier
Reality Warping
Your presence is able to actively bend luck around you. Whenever you cast a spell of 1st level or higher, matter around you reshapes. You can create or remove a 5 foot cube of material, although material created has no value and disappears after around. Furthermore, you can ignore difficult terrain, and, when you cast a spell, you can create a 15 foot by 15 foot square of difficult terrain. You have advantage on attacks made against creatures standing in difficult terrain.
Inspiring Presence
You are able to heckle the architect to consider each of your actions to be the epitome of excellent roleplay, even to the extent of outshining others.
On each of your turns, you may use a bonus action to gain advantage on your next attack roll, ability check, or saving throw. When you do so, target creature you see within 30 feet gains disadvantage on its next attack roll, ability check, or saving throw.
Bonus Proficiency
You gain proficiency with heavy armor and martial weapons. You also gain proficiency in your choice of one of persuasion, performance, or insight
Fudge dice rolls
You gain the power to change even fate. As a reaction, when you or a creature you can see rolls a d20, after you may spend a spell slot. If you do, replace that roll with a roll of 10 + twice the level of the spell slot expended.
Channel Divinity: Architect's Wrath
You are able to summon the wrath of the architect of this world, dealing unescapable damage. Choose a creature within 20 feet of you. That creature takes force damage equal to 5 times your proficiency bonus. This damage cannot be reduced in any way.
Rewrite
You are now the chosen of the Architect, allowing you unrivalled control over the world. You gain the following features:
As a bonus action on your turn, any amount of land you can see within 120 feet becomes difficult terrain. You ignore difficult terrain created this way, and friendly creatures have advantage on attacks against creatures standing on difficult terrain.
Furthermore, once per day, you can erase an opponent from existence. You may cast Power Word Kill without using a spell slot; however, the target makes a wisdom saving throw, ignoring the effect on a success. A creature killed this way vanishes from existence through all time, and history rewrites itself around its disappearance.
After you use this ability successfully, you cannot use it again for 5d4 days.
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