Cleric
Base Class: Cleric

Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren's song that calls out for mortal worshippers through lucid dreams and the whispers of dead gods, The Eldritch domain empowers the devoted followers of the unknown and distant forces of chaos, divinie entities of eldritch oblivion, and dead gods

Eldritch Domain Spells

Eldritch Domain Spells
Cleric Level Spells
1st Hideous Laughter, Sleep
3rd Detect Thoughts, See Invisibility
5th Fear, Tongues
7th Confusion, Phantasmal Killer
9th Contact Other Plane, Dream
Confusion

Confusion

Contact Other Plane

Contact Other Plane

Detect Thoughts

Detect Thoughts

Dream

Dream

Fear

Fear

Hideous Laughter

Hideous Laughter

Phantasmal Killer

Phantasmal Killer

See Invisibility

See Invisibility

Sleep

Sleep

Tongues

Tongues

Unpredictable Inspiration

At 1st level choose any cantrip, the chosen cantrip counts as a cleric spell for you but does not count against the number of cleric cantrips you know, each time you finish a long rest you may replace the chosen cantrip with any other cantrip of your choice

In addition you gain proficiency in any skill of your choice, Each time you finish a long rest you may replace the chosen skill with another skill of your choice

Eldritch Contagion

Starting at 1st level you've been gifted the ability to impart a fleeting taste of the unknown on others. When you cast a spell with a spell slot of 1st level or higher that targets 1 or more creatures, you may use a bonus action on the same turn to force one of the spells targets to make a wisdom saving throw, On a failure roll on the Eldritch Effects table and the creature suffers that effect for 1 minute, At the end of each of its turns the creature can make another wisdom saving throw, ending the effect on a success. This effect ends early if you use this feature again

Eldritch Effects  
d8 Effect
1 The creature cannot speak or cast spells with verbal components.
2 The creature takes 1d8 psychic damage at the start of each of its turns.
3 The creature is disorientated and immediatly falls prone and falls prone at the end of each of its turns if it moves 5 feet or more
4 The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom (perception) ability checks
5 The creature is unsure of itself, it can move or take an action on its turn but not both and it cannot take reactions
6 The creature is reckless, it has advantage on attack rolls but all attack rolls against it have advantage
7 The creature deafened and cannot see objects or creatures further than 30 feet away
8 The creature is frightened of you

 

Channel Divinity: Prophecy of Doom

Starting at 2nd level you can use your channel divinity to speak a prophecy, inducing visions and hallucinations to nearby creatures.

As an action choose a point within 120 feet of you that you can see and roll on the Eldritch Effects table. Each creature within a 15 foot radius sphere centered on the chosen point must succeed on a wisdom saving throw or suffer the temporary effect for 1 minute. At the end of each of its turns the creature may repeat the saving throw, ending it on a success

Otherworldy Calm

Starting at 6th level you gain resistance to psychic damage and advantage on saving throws against being charmed and frightened

Additionally any creature that attempts to read your thoughts finds them incomprehensible, The attempt automatically fails and they must succeed on a wisdom saving throw or take psychic damage equal to your cleric level

Potent Spellcasting

Starting at 8th level, you add your wisdom modifier to any damage you deal with a cleric cantrip

Sing the Song that Ends the World

Starting at 17th level any creature that fails a saving throw against your Prophecy of Doom feature take 10d10 psychic damage, Once a creature takes damage this way it cannot take damage from this feature again for 10 minutes

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