Base Class: Cleric
Even the most benevolent divine beings operate
outside the bounds of mortal comprehension. These
eldritch forces sing a siren song that calls out for mortal
worshippers through lucid dreams and the whispers of
dead gods. The Eldritch domain empowers the devoted
followers of unknown and distant forces of chaos,
divine entities of eldritch oblivion, and dead gods.
Unpredictable Inspiration
At 1st level, choose any cantrip. The chosen cantrip
counts as a cleric spell for you but does not count against
the number of cleric cantrips you know. Each time you
finish a long rest you can replace the chosen cantrip with
any other cantrip of your choice.
In addition, you gain proficiency in a skill of your
choice. Each time you finish a long rest you can replace
the chosen skill with another skill of your choice.
Eldritch Contagion
Starting at 1st level, you’ve been gifted with the ability
to impart a fleeting taste of the unknowable on others.
When you cast a spell with a spell slot of 1st level or
higher that targets one or more creatures, you can use a
bonus action on the same turn to force one of the spell’s
targets to make a Wisdom saving throw. On a failure,
roll on the Eldritch Effects table and the creature suffers
that effect for 1 minute. At the end of each of its turns,
the creature can make another Wisdom saving throw,
ending the effect on a success. This effect ends early if
you use this feature again.
Eldritch Effects
D8 Effect
1- The creature cannot speak or cast spells that have verbal components.
2- The creature takes 1d8 psychic damage at the start of each of its turns.
3- The creature is disoriented. It immediately falls prone and falls prone again at the end of each turn it moves 5 feet or more.
4- The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom (Perception) ability checks.
5- The creature is unsure of itself. It can move or take an action on its turn but not both and it cannot use reactions.
6- The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage.
7- The creature is deafened and cannot see objects or creatures further than 30 feet away.
8- The creature is frightened of you.
Channel Divinity: Prophecy of Doom
Starting at 2nd level, you can use your Channel Divinity
to speak a prophecy, inducing visions and hallucinations
in nearby creatures.
As an action, choose a point within 120 feet of you
that you can see and roll on the Eldritch Effects table.
Each creature in a 15-foot-radius sphere centered on the
chosen point must succeed on a Wisdom saving throw
or suffer the temporary effect for 1 minute. At the
end of each of its turns, an affected creature can make
another Wisdom saving throw, ending the temporary
effect on a success.
Otherworldly Calm
Starting at 6th level, you gain resistance to psychic
damage and advantage on saving throws against being
charmed and frightened.
Additionally, any creature that attempts to read your
thoughts find them incomprehensible. The attempt
automatically fails and they must succeed on a Wisdom
saving throw against your cleric spell save DC or take
psychic damage equal to your cleric level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sing The Song That Ends The World
Starting at 17th level, creatures who fail a saving throw against your Prophecy of Doom feature take 10d10 psychic damage. Once a creature has taken damage in this way, it can’t take damage from this feature again for 10 minutes.
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