Cleric
Base Class: Cleric

The first duty of a Truth Bearer is to be the spearhead in the war against undeath. Having fallen outside of the normal flow of the universe, the undead are considered an abomination against Nagakabouros. While it is the responsibility of every priestess of the Kraken to protect the indigenous population from the Undead, a Truth Bearer directly engages its most powerful spirits and drives the Black Mist back. 

Second, a Truth Bearer is tasked with seeking out individuals of great potential and challenging them with the Test of Nagakabouros. This task is the burden A Truth Bearer's title reflects. With a holy relic the Truth Bearer strips the subject’s spirit from their body then forces them to stand against Nagakabouros to prove their worth. The Truth Bearer does this knowing those who fail will be completely annihilated, for the great Kraken has no tolerance for cowardice, doubt, or restraint. But destruction is never the goal. Survivors of the ordeal are forever changed and often find the will to pursue their true destiny.

This is D&D Illaoi, but you may replace Nagakabouros with any Elder God.

 

An Eye of A God

Upon choosing this Domain at 1st Level you must choose a weapon to be your Holy Weapon, which also serves as your Holy Relic.

You may pick any melee, two-handed weapon and meditate, undisturbed, with it for 24 hours. The weapon becomes magical for purposes of overcoming resistances and gains +1 to Attack and Damage Rolls. You gain immediate attunement to the weapon.

Your Holy Weapon must be kept within 50ft of you at all times or bonuses from this domain will be lost until it is returned. At the DMs discretion, your Elder God may let you meditate and attune to a new weapon if the original weapon is lost.

Transcendent Presence

When carrying your Holy Weapon, the eyes of your Elder God are always on you. As a bonus action, you may summon an ethereal tentacle of your God upon any square within 30ft of you. The ethereal tentacle takes up no space and lasts for 1 hour or until you are no longer within 120ft of it. Any number of tentacles may be active at once, but they must all be summoned at different locations. You may use this feature a number of times equal to your Cleric Level. You regain all expended uses when you finish a long rest.

When you land an attack with your Holy Weapon on a creature within 15ft of the tentacle, the tentacle slams in a line between the creature and itself. Any hostile creature on this line must make a Wisdom saving throw. The save DC is equal to your spell DC. A creature takes force damage equal to your Cleric Level on a failed saving throw, and half as much damage on a successful one. Each tentacle may slam once from this until your next turn.

Channel Divinity: Test of Spirit

Starting at 2nd level, you can use your Channel Divinity to test of the soul of a foe.

Elder Blessing

At 6th level your Elder God rewards you when a creature’s will is broken. Any time a tentacle slams a creature and that creature fails its saving throw, gain hit points equal to 1 + your Constitution Modifier.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the target also becomes vulnerable to force damage.

Leap of Faith

At 17th level, you gain the Leap of Faith ability. As an Action you may jump up to 20ft in any direction. Upon landing three tentacles are summoned around you and you may make an attack roll with your Holy Weapon. Add +10 to this Attack roll. All successful attacks made with your Holy Weapon this round cause all tentacles in range to slam.  The summoned tentacles do not count towards your Transcendent Presence summons.

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