Base Class: Cleric
The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order- s embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.
Bonus Proficiencies
Your training with the Azorius guild has allowed you to use weapons and armor some other clerics can't, also your time enforcing laws has made you more skilled at dealing with people. You gain proficiency with heavy armor as well as martial weapons, also you gain proficiency with two of the following skills of your choice; Persuasion, Intimidation, or Performance. In addition, you can use an Azorius insignia as a holy symbol.
Voice of Azorius
When you cast a spell using a 1st level slot or higher targeting an ally they can use their reaction to take the attack action (Allows extra attack and similar features). If the spell targets multiple allies a number of allies equal to your wisdom modifier gain this benefit. In addition, when an enemy fails its saving throw against a cantrip or spell you cast you have advantage on Charisma (Intimidation) and charisma (persuasion) checks when interacting with them.
Embodiment of Azorius
You have mastered your ability to magically compel others.
When you cast a spell or cantrip from the enchantment class, you can change the spell casting time to a bonus action as long as it would normally have a casting time of an action. Additionally, if you target at least two creatures with enchantment spells this turn and they both fall under the effect of the spell, you can target additional creatures equal to the amount you affected this turn.
You can use this feature a number of times equal to half your wisdom modifier (Rounded up) per long rest.
Lawful Strike
You gain the ability to infuse your weapon strikes with divine energy. Once per turn when you hit a creature with a melee weapon attack, that creature takes an extra 1d8 psychic damage.
Azorius Wrath
Those who dare defy you wilt under the combined efforts of you and your allies. If you deal lawful strike damage to a creature, you can curse that creature until the end of your next turn. Each time one of your allies hits the creature with an attack, the target takes an additional 2d8 psychic damage. You can use this curse once per turn and you can only cure only one creature this way at a time. In addition, due to your enforcement of law and your mastery over influence you have gained resistance to psychic damage, ignore resistance to psychic damage, and have advantage on wisdom saving throws.
Channel Divinity: Azorian Demand
You can use your Channel Divinity to exert a commanding presence over others.
As an action, you present your holy symbol, and each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for a number of rounds equal to half your proficiency bonus (Rounded up) creature takes any damage from you or one of your allies. You can also cause any charming creatures to drop what they hold when they fail the saving throw. In addition, creatures of your have advantage or disadvantage on Charisma checks when interacting with charmed creatures, you choose each interaction.
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