Cleric
Base Class: Cleric

A cleric who dedicates to the infinity domain does not want the power of everything, nor do they want to serve existence. They want be it all. They dedicate their lives to reaching something greater, more than just the material or even astral planes. Thus their abilities often change the world around them to what shouldn't be possible.

Bonus Proficiencies

When you choose this domain at level 1, you get proficiency in History and Religion

Superior Mind

Also at 1st level, your mind becomes superior to that of a normal mortal, causing you to be able to change the shape of the world around you. You gain the following benefits.

  • You gain proficiency in arcana checks
  • When an ally within 30 feet of you makes a spell saving throw, you can use your reaction to impose advantage on it. You can do this 1 time per short or long rest at 1st level, 2 times at 6th level, 3 times at 11th level, and 4 times at 15th level.
  • When an enemy within 30 feet of you makes a spell saving throw, you can use your reaction to impose disadvantage on it. You can do this 1 time per short or long rest at 1st level, 2 times at 6th level, 3 times at 11th level, and 4 times at 15th level.

Channel Divinity: All Seeing Eyes

Your eyes reach beyond the mortal realm, letting you use them in ways no one else could.

As an action, you activate you channel your divinity into your eyes for 10 minutes. You give yourself darkvision with a range of 120 feet. You also can't be surprised while the eyes are active. If you are not proficient with Perception and Investigation, you become proficient in them while the eyes are active. If you are proficient in them, you double your proficiency bonus for those abilities while the eyes are active.

Wonders of Infinity

Your knowledge of the outside of existence would be far too much for any mortal creature to handle,  so why not use that fact to your advantage? All though attempting to even show a fraction of the outer realms to someone who doesn't dedicate their entire life to it comes with a price.

As an action, you can sacrifice a number of hit points between 1-20. The next time you attack a creature, it has to make a wisdom saving throw. If it fails the saving throw, it becomes stunned until the start of your next turn. The DC equals the number of hit points you sacrificed + your proficiency bonus.

Ethereal Strike

At 8th level, you get the ability to infuse your weapon strikes with other worldly sources. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

True Self

As a bonus action, you can decide one damage type to gain resistance to from Bludgeoning, Piercing, Slashing, Fire, Lightning, Cold, Poison, or Psychic. You gain resistance to this damage type for 1 minute. This ability can be used twice before a long rest.

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