Base Class: Cleric
Your god comes first, but that doesn’t mean you come last. Don’t you deserve a reward for all the money you’ve raised? All the souls you’ve saved? All the money you’ve raised? Of course, you do! That is why you have opened your own temple and become one of the foremost speakers for your god. You’re here to save souls, and if a few gold coins happen to make their way into your pocket in the process? Well it’s only fair, after all you’re offering eternal salvation, you deserve this opulent lifestyle!
Temple Funds
At 1st level your temple is mid-sized, giving you access to temple funds. In order to grow your er I mean your gods influence; you must look the part. When purchasing armor or clothing for personal use, you may use temple funds to upgrade the appearance of this purchase, which functionally acts as described in the players handbook. Aesthetically, it is of finer make and quite impressive to the rubes.
For example, your half plate will function as described in the players handbook, but be gilded, and look much nicer. All clothing you buy is considered fine or better no matter the price paid. Your new look grants you advantage on persuasion and deception checks when raising funds for your future mega temple.
When traveling, you cannot be expected to travel in a worn-out wagon with a bunch of demons! Temple funds may also be used to upgrade any travel to the nicest arrangements available. For example, on a ship you will be given the captain’s cabin, at an inn you will be given the nicest available room and food, for the price of an average room, making up the difference with temple funds.
Channel Divinity: Faith Healing
Starting at 2nd level, your temple and your reputation have grown. You can Channel Divinity to heal the faithful and/or rich.
As an action, you present your holy symbol and evoke healing energy that can restore 5 hit points to a willing creature. If that creature donates at least 100gp, your channel divinity restores half its maximum hit points. If the creature offers a donation of at least 1000gp, it is restored to its maximum hit points. If the creature is a follower or ally you may choose to offer a 10% discount on this donation. All donated money goes directly into temple funds.
At 5 level you may restore half hit points to an ally for no “donation” once per long rest, though you don’t like it.
At 8th level, you can now use your Channel Divinity to regrow lost limbs on a creature IF they offer a donation of 10,000gp or greater to your church funds.
There’s a Sucker Born Every Minute
Starting at 3rd level your temple is the largest in the town/city and you are well known. You may request funds directly from your flock. You are able to raise up to a maximum of your level * 100 gold pieces each month, depending on location. If you are in a poor village, you may only receive a few coppers or silvers, but if you are in a large city, you may raise your maximum, at the discretion of the DM
Face of God
At 6 level your temple has become so large, it can only be called a Mega Temple, the first of it’s kind. People come from miles around to hear you preach the world of your god. Your god is impressed with your unmatched ability to spread their word, and collect tithe, so they have granted you the following boons.
You gain proficiency in Deception, if you already have proficiency in deception, you gain expertise. you may use your wisdom modifier in place of your charisma modifier for all deception checks.
The Truth is what you say it is, and even if your enemies cannot appreciate that, they cannot stand in the way of your Truth. You may use your reaction to impose disadvantage on one melee attack against you per round.
Shield of the Faithful
Shield of the Stupid Faithful
At 8th level, your reputation precedes you. Many commoners believe everything you say and the most devout have vowed to protect you with their lives if needed. As such, A few commoners are always following you at a distance in hopes of gaining your favor. When your loyal followers see you in danger, they will intercede on your behalf, with a little encouragement.
You gain the ability to call on a commoner to sacrifice themselves for you by jumping between you and an attacker. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll succeeds or fails, or before the creature deals its damage. The commoner dies and you take no damage in the attack. You may use this ability twice per day. Whenever you use shield of the faithful, you are required to mention this heroic sacrifice at your next sermon, but you are not required to remember the peon’s name. Who's got time for that?
Cult of Personality
At 17th level, your followers have become an army that hangs on your every word. They take every word out of your mouth as Truth and regard you as one step below your deity. This belief has granted you restricted powers to alter reality. When you observe a missed attack, you may use your reaction to cause that attack hit. Likewise, when you witness a successful attack, you may use your reaction to either cause that attack to miss or become a critical hit. You may use this ability a number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.
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