Base Class: Cleric
A good story needs an end to be complete and the same goes for life. Death is not something negative but part of the equilibrium of the cosmos, obviously the clerics of rest do not let an innocent person die. Undeath and the abominations that come with it are a mistake that must be corrected. Some Repose Clerics perform rituals to help the souls of the dead pass through peacefully. Others travel the world working as exorcists or the most fervent start attacks on undead lairs.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Shortbow and Longbow.
Gentle Rest
At 1st level your touch can fill a creature with lethargy, causing a living creature to become Incapacitated for 1 round when you hit it with a melee or ranged weapon attack. You can use this ability a number of times per day equal to 2 + your Wisdom modifier.
Channel Divinity: Spiritual Enchantment
Starting at 2nd level, you can use your Channel Divinity to injure the incorporeal creatures.
As an action, you present your holy symbol and empower your weapon that become magical and silvered for the damage resistence. You can use this power a number of rounds per day equal to your cleric level + Wisdom modifier. These rounds need not be consecutive.
Nightmarish Vision
Beginning at 6th level, as an action you can choose a creature at 30 ft that you can see it will see you as its worst nightmare. Its Frightened for a number of rounds to equal to your cleric level. At the end of each of his tirn the creature make a Wisdom saving throw if succeedis the effect vanish and is immune to this ability for 24 hours.
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Ward Against Death
At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. The first time the a creature in the area would drop to 0 hit points as a result of taking damage, the target instead drops to 10 hit point. Effects that would kill it instantaneously without dealing damage are negated against. Effect that deal damage over time that affect a creature in the area have no effect until is inside the warded area.
Claim of the Death
Starting at 17th level, as an action you can extinguish the life of a creature you see, halves its curret HP. The creature you have choosed has disadvantage on attack rolls against you until the beginning of his next turn. You can use this ability once a day.
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