Cleric
Base Class: Cleric

with the passage of eras comes, at times, the cease in the passage of stories. and with the stories, those that exist within them and given life by the memories holding them begin fading from the minds of those who once remembered them and the world. the gods are not immune to the wears of time; for those who begin to uncover the histories, they may find themselves being reached out to by the whispers of those who have been abandoned, desperate to be recollected.

Collector of the Lost

At 1st level, you become a compendium of knowledge on a vast array of topics. You also become proficient in your choice of two of the following skills: Arcana, History, Investigation, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either a Wisdom check or a Dexterity check for you (your choice).

Yearning of the Forgotten

At 1st level, your soul feels the effects of those that have been forgotten and it craves any kind of healing. Whenever you are healed, you are healed for the maximum amount of hit points possible from the source of healing.

Channel Divinity: Uncover

At 2nd level, you can use your Channel Divinity as an action to uncover one's deepest secrets. One creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw against your spell save DC. A creature immune being charmed automatically succeeds on its save. On a failed save, you magically learn one fact or secret about the target, roll a d4 to learn one of the following:
- Something that angers it
- Something that frightens it
- The targets greatest desire
- The GM provides you with one secret about the
target, or one that the target knows, related to
recent event that looms large in your mind.

If it fails against the save, the creature becomes aware of your attempt to unveil one of its secrets. Once you learn one of the creatures secrets, or if the creature succeeds in its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Lore Untold

At 6th level, you can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target’s name or the fact that the target lacks a name.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Secret Sonata

At 6th level, you learn words of power called Karma, which allow you to tailor your spells through the use of a target’s true name.

Karma Known. When you gain this feature, you learn two Karma of your choice. Each time you gain a level in this class, you can replace one Karma you know with a different one.

Using a Karma. You can use one Karma when you cast a spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell.

You can use Karma a number of times equal to half of your cleric level (rounded up), and you regain all expended uses when you finish a long rest.

Karma Options. Here are your options when choosing a Karma:

  • Encore. When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class.
  • Arpeggio. If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.
  • Dissonance. The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.
  • Rebuttal. If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.
  • Tuning. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. 
  • Vibrato. If the named creature is within range of the spell, you can target the creature with the spell even if you can’t see the creature or it has total cover against the spell.
  • Reprise. You are able to reach into the mind of the named creature when you cast a spell on it. You can pluck knowledge from their mind and use it for your own gain for the next 24 hours. Any Racial feature, Class Feature, Spell, Skill Proficiency, or Proficiency for Tools, Weapons, Armor, and Language, now becomes yours (up to your level). You may also do this to seek out a memory, or an experience they might have had that will give you more information.

You learn two more at level 8 and again at level 10.

Arpeggio

If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.

Dissonance

The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.

Encore

When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class.

Rebuttal

If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.

Reprise

You are able to reach into the mind of the named creature when you cast a spell on it. You can pluck knowledge from their mind and use it for your own gain for the next 24 hours. Any Racial feature, Class Feature, Spell, Skill Proficiency, or Proficiency for Tools, Weapons, Armor, and Language, now becomes yours (up to your level). You may also do this to seek out a memory, or an experience they might have had that will give you more information.

Tuning

When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. 

Vibrato

If the named creature is within range of the spell, you can target the creature with the spell even if you can’t see the creature or it has total cover against the spell.

Lorehold of the Mind

Beginning at 10th level, you now have the ability to concentrate on 2 spells at a time that require concentration. If the 2nd spell you cast is the same as the 1st spell you cast, it does not use a spell slot to cast it that 2nd time.

Vestiges of the Past

At 17th level, you have learned how to bypass a named creature’s defenses and use their true name against them. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can chose to give them vulnerability to the damage. When the named creature attacks you, you gain resistance to the damage as their karma builds to a crescendo and half of what they do is applied back on themself. You can do this a number of times equal to your proficiency bonus and you regain all uses after a long rest.

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