Cleric
Base Class: Cleric

Clerics of the Ink domain worship words, stories told and Gods made. Very little Ink domain clerics will ever worship the same being, and in fact most carry their being of worship around with them, much like a warlock patron. The difference, like always, comes from semantics, Ink domain clerics still draw their power from worship, even though it may be of a strange kind.

Domain Spells

You may have noticed that there is no table here, no list of levels and named spells, and that is for very very good reason. Instead of the usual domain spells, Ink domain clerics make a spell every time they would get a domain spell, so 1st level, 5th level, 9th level, 13th level, and 17th level. The spells made should be esoteric and raw, something deeply connected to the vision of the character, something rooted in identity and most overwhelming desires, and you should work with your gm to create them!

Inkwell Spirit

Your worship is of words, of story, or just simply of language, and as such, you carry your "God" around with you. Whatever form this being takes does not matter, it doesn't have stats, it does however, contain your magic, and as it needs you and you need it, it may strain. Your "God" can allow you to cast beyond your limits, whether that means spells of levels you don't have, or spell slots that you are missing, it can do that, but doing such causes physical strain. You may cast spells using spell slots of any level, however, using this ability pulls at your very being, whenever you cast beyond your limits, you take d8s of necrotic damage equal to the spell slot level you used to cast, this damage permanently reduces your health and cannot be gotten back by anything other than consuming another beings raw magic. To consume a beings raw magic you must use your entire turn sucking the magic out of a creature at 0 hit points, after you do this, you recover d8s of hit points equal to the level of the highest level spell the creature knows or can innately cast.

Channel Divinity: Impart Ink

Starting at 2nd level, you can use your channel divinity to impart your knowledge to another being. You can use your action to give a creature you can touch a proficiency or spell you know, you lose that proficiency or ability to cast that spell while they have it. At any point while you can touch this creature you may take back your proficiency or spell, and the creature has it until you take it back.

Ink Eating

Starting at 6th level, you can restore your spell slots through consumption of ink. You may take 10 minutes to consume the ink off of 10 sheets of paper, or an entire 1 ounce jar of ink, every 10 minutes or 1 ounce restores 1 level spell slot.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Coils of Ink

Staring at 17th level, you can imbue any object with the power of your inkwell spirit. You can spend a short/long rest imbuing an object with a spell you know, while an object is imbued with a spell in this way, you cannot cast that spell while you do not have the object. Objects with spells imbued in them must be fed the material components the spell needs when they are imbued, and while holding an object with the spell imbued, a creature can cast that spell using only verbal components and not consuming a spell slot, when a spell is cast like this it has a chance to kick back at the caster, roll a d20, on a one the creature that cast the spell takes d8s of force damage equal to the level spell that was cast, this damage cannot be reduced in any way. You may have an amount of imbued objects equal to your proficiency bonus.

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