Base Class: Cleric
You have chosen the way of weird. Odd folks choose this path. Many do not understand this way, but for those who do will receive rewards for their effort.
Strange Aura
You gain an aura where strange effects seem to just 'happen'.
This aura extends to outwards by 10 feet and the DC for effects in this aura is 8 + your profiency bonus + wisdom modifier.
If a creature fails the saving throw, then every time its their turn while in the aura, they must roll a d20. The number rolled becomes their new movement speed until the next time they have to roll. Creatures will reroll a saving throw for this affect every time they enter the area or after there third turn being in the area.
Roll a d12 for the effect that allies will get.
1, 2, 3, 4 for a bonus AC equal to your profiency bonus
5, ,6, 7, 8 for allies roll a d10 and add that to their movement speed.
9, 10, 11, 12 for allies get a +1 to attack and damage rolls.
In Addition you gain eldritch blast. It counts as a cleric cantrip for you.
Channel Divinity: Enhance Aura
As an action you may enhance your strange aura.
The range of your aura gets multiplied by your profiency bonus.
The Creatures being affected negatively are also deafened and blinded past 5 feet.
Allies being affected positively are immune to being deafened, blinded, and gain advantage to attack roles.
Oddities Ensue
As you have come a costume to your weird abilities you gain some benefits:
If you are small you gain:
- +5 to movement speed
- expertise in a skill that corelates to you lowest ability score
If you are medium you gain:
- An extra attack as a part of the attack action
- A +3 to AC
Whenever you activate Enhance Aura you gain a bomb. This bomb a thrown weapon that you are proficient with. It uses either dexterity or strength as its modifier.
The bomb has a maximum of 100 feet and does 8d6. Roll D3 for the damage type of necrotic, radiant, or psychic.
Potent spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Supernatural Champion
You gain the weird spell and can cast it without spending a spell slot a number of times equal to your profiency bonus.
As an action you may unleash the strange, abnormal, unearthly power that you contain.
For 1 minute you become the avatar of anomalies, your look changes during this ability, that is up to the player/DM to decide the appearance change. Though you may grow tentacles, or maybe you grow more than one head or face. Maybe sprout wings or you glow a dim purple. You gain these benefits for 1 minute:
- You may activate this at anytime, and you be restored to full health
- You gain advantage to all saving throws
- Any attack aimed to hit you has disadvantage
- Enhance Aura is active without spending channel divinity
- Allies and yourself within your aura (equal to your wisdom mod) gain a + 5 AC, movement speed, and damage roles.
After this has happened you must roll a d6. The number rolled is the number of long rests needed to complete in order to do this again
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