Cleric
Base Class: Cleric

You are an elite cleric of the Grave chosen by the Raven Queen herself. You serve in the Shadowfell and fight the powerful enemies of the realm. Followers of the Raven Queen seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Life to Death

Also starting at 1st level, your healing spells are more effective. Whenever you cast a healing spell on an ally, you inflict 1d6 Necrotic damage to all enemies in melee range of your target.

 

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the [spell]spare the dying[\spell] cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Path of the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

 

Channel Divinity: Darkness needs Light

Starting at 2nd level, you can use your Channel Divinity to heal or damage.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. You can choose to use that energy to inflict the same amount as damage to a singular target as Necrotic damage.

Sentinel at Death’s Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Shadow Healing

Beginning at 6th level, you use one die type higher then normal on your healing spells.

 

Potent Spellcasting

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

Undead's Bane

At 8th level, you gain an aura that can be cast any where can see and has a radius of 30 feet. All undead in the aura have disadvantage on saving throws and are vulnerable to a type of damage of your choosing.

 

Keeper of Souls

Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.

 

The Raven's Queen Grace

Starting at 17th level, your matron grants you with her blessing and you gain the following benefits:

  • When you cast Eldritch Blast cantrip you do double damage.
  • Healing spells do an additional 1d4.
  • If you drop to 0 hit points you come back to 1 hit point, once per casting of grace.
  • Half of all necrotic damage done by you heals you for half that damage.
  • Half of all necrotic damage done to you does half of that damage back at the attacker.

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