Base Class: Cleric
It is said that the most power force in existence is fate. This is an undisputed fact to you. It must be for even the god you serve subject themself to it's will.
Spells of Fate
When preparing your Cleric spells, you can also choose Dunamancy spells of an appropriate level.
Keeping to the path
At level 1, every time you heal a creature with a spell, once you roll for HP recovered, reroll & take the higher rolled total.
Channel Divinity: Declared Doomed
At level 2, you chose a number of creatures = to your PB that are within 60ft of you. Whenever they would regain HP, they take damage = what they would of healed for 1 min. If an effected creature is only effected while within 60ft.
Path Foretold
At level 6, when a spell you cast is about to end before the full duration of the spell & not ended by the direct effect of another spell, you can use your reaction to make an Arcana check. The DC = level of the spell x number of time this feature was use for this spell + the CR of the creature that would have broken the spell. The spell becomes (if it is not already) a concentration spell.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with pure magical energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 force damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Forced Acceptance
At level 17, as a bonus action, you can choose a number of creatures, up to 1/2 your cleric level (rounded down). These creatures' saving throws are at disadvantage (including death saves) while attacks against them are at advantage. You can end this effect as a bonus action. Starting when you activate this feature & continuing for a duration twice as long as how long the feature was used for, you have disadvantage on death saves.
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12/22/2023 4:28:48 PM
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