Base Class: Cleric
clerics of the curse domain bring horrifying and inevitable death to their enemies, they take no prisoners and their curses last even after their own death, meaning that even defeating one in a fight doesn’t mean victory. The disadvantage is that it takes quite a while for a curse cleric to warm up in a fight, But once they do they become an on stoppable force of righteous wrath.
Affliction skirmisher
When you take this class at first level, you gain the ability to inflict your curses faster and more effectively by getting stuck into the fight.
Whenever you deal damage using a melee weapon you may choose not to roll the base weapon dice for damage, if you do then you instead cast a first level enchantment spell as a free action if it has a casting time of one action or one bonus action.
When you cast a spell this way you automatically succeed any spell attack and the target has disadvantage on any saving throw against this spell. The spell targets only the damaged creature regardless of how many creatures it could target normally.
Channel divinity: feast of sins
Devine energy floods through The target ripping out all curses .
Remove all enchantments from a target creature you can see, it takes one D4 necrotic damage for each enchantment removed this way. you gain temporary hit points equal to half the damage dealt this way.
at fifth level the damage die becomes a D6, at 11th level the die becomes a D8, at 15th level it becomes a D10 and at 20th level it becomes a D12.
Brutal salvation
beginning at sixth level, the raw divine energy you use to remove curses leaves the target shaken to the soul.
Whenever you remove an enchantment from a target, that target is automatically enchanted with Phantom pain.
(Phantom pain: enchantment, duration one minute, enchanted creature has minus one on all saving throws.)
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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Hegemony
Starting at 17th level, You exude an aura that protects your allies and unnerves your enemies.
whenever you or an ally within 15 feet of you makes a saving throw You may roll an additional D6 and add the rolled number to the saving throw.
Whenever an enemy within 15 feet of you makes a saving throw you may roll a D6 and subtract that from the enemies role.
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