Cleric
Base Class: Cleric

Kidnapped from families scattered throughout the remote areas of the world, their homes destroyed, these Cultists are survivors. Falling deep within the embrace of Aughraabb'gna, they work to spread his word as far as it will go, to bring others into the fold. Their spells are known to charm, known to infect survivors with madness. They greet you with open arms, make you feel at home, and slowly infect you with the word of the Fell Dreamer. In the shadows, they conduct dark rituals, creating abominations and monstrosities that would make even the staunchest necromancer blanche. 

Bonus Proficiency

When the cleric chooses this domain at 1st level, they gain proficiency with martial weapons. 

Spell List- Eldritch Domain

Starting at 1st Level, you gain access to the eldritch domain spell list.

Cleric Level:                  Spell Name:

1st:                                 Burning Hands, Sleep

3rd:                                 Blindness/Deafness, Suggestion

5th:                                  Call Lightning, Sleet Storm

7th:                                  Dimension Door, Polymorph

9th:                                  Dominate Person, Modify Memory

Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Eldritch Madness

You can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Step of the Night

You can draw on the eldritch power of the Fell Dreamer to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action to a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest. 

Eldritch Domination

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

Rising Eldritch Madness

Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.

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