Cleric
Base Class: Cleric

Clerics which pledge their loyalty to this singular religion of the sun must relinquish all other pantheons and deities; the Sun Above accepts nothing less than total devotion. To the avia-ra, and numerous other ancient cultures, the sun is the ultimate force of creation and destruction, an entity that banishes the darkness of ignorance and exposes the world in stark contrasts: light and shadow, day and night, good and evil. The Sun Above demands that its devotees spread its message to the stars, such that all worship be focused to it.

Though there are many stars, there is but one Sun Above: The Sepulcher Star. To hear the avia-ra tell it, they have always worshiped this star, even before they discovered it at the center of the galaxy. Today, the star is a site of pilgrimage visited by all true believers, who gaze upon its magnificent rays from the windows of the Solar Citadel

 The gods of the 'verse are many and varied. Practically every inhabited world bears its own pantheon of unique deities, each of which are capable of bestowing their believers with true miracles—feats of divine magic. Therefore, faith is an important resource on the galactic stage, as many rival pantheons compete for adherents. Clerics in Dark Matter can worship the gods of any traditional pantheon, or they might pledge their lives to the Temple of the Chosen, the Church of the Sun Above, or even fringe beliefs which venerate the all-consuming Void. Divine Domains In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could Though there are many stars, there is but one Sun Above: The Sepulcher Star. To hear the avia-ra tell it, they have always worshiped this star, even before they discovered it at the center of the galaxy. Today, the star is a site of pilgrimage visited by all true believers, who gaze upon its magnificent rays from the windows of the Solar Citadel.

 

Clerics The gods of the 'verse are many and varied. Practically every inhabited world bears its own pantheon of unique deities, each of which are capable of bestowing their believers with true miracles—feats of divine magic. Therefore, faith is an important resource on the galactic stage, as many rival pantheons compete for adherents. Clerics in Dark Matter can worship the gods of any traditional pantheon, or they might pledge their lives to the Temple of the Chosen, the Church of the Sun Above, or even fringe beliefs which venerate the all-consuming Void

Unarmored Defense

Your faith in the Sun Above shields you from harm. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier

 

Emissary of the Sun

You gain proficiency with the avia-ra
sunstaff, laser halfsword, laser sword, photonic lash, and
thermal lance.
Additionally, you can use your Dexterity instead of
Strength for your melee weapon attacks and damage rolls.
This feature only applies to weapons you are proficient
with that lack the Heavy property

Channel Divinity: Mark of Judgment

Starting at 2nd level, as a bonus action, you can present your holy symbol and use your Channel Divinity to brand a creature that you can see within 60 feet with an ancient mark, condemning them to receive the absolute judgment of the Sun Above. For 1 minute, the target can’t take the Hide action, as it is followed by an uncanny light. Additionally, you deal an extra 1d6 radiant damage to the target whenever you hit it with a weapon attack.

Apologist

By 6th level, you have attained the much-coveted rank of Apologist within the faith, and are tasked with carrying the message of the Sun to all who will listen and banishing those who would obscure this message. Whenever you make a Charisma check, you can add your Wisdom modifier to the roll.

Additionally, you can bend non-believers before the Sun's authority. When you roll initiative and aren't surprised, you can choose one creature you can see within 60 feet to make a Wisdom saving throw, opposed by your spell save DC. On a failed save, that creature has a penalty equal to your Wisdom modifier to its AC and attack rolls for the first round of combat.

 

Level 8: Divine 

Starting 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Solar Zenith

At 17th level, you can feel the sun's majesty at your fingertips and can summon it in immense waves. You learn the spell sunbeam, and it counts as a cleric spell for you. Sunbeam is always prepared for you, and doesn't count against your number of prepared spells.

Additionally, as an action on your turn, you can fill yourself with the luminous wrath of the Sun Above. You can cast sunbeam as an 8th level spell without expending a spell slot. When you cast the spell in this way, you regain hit points equal to your Wisdom modifier at the start of each of your turns if you have no more than half of your hit points left. You can't lose your concentration on this casting of sunbeam as a result of taking damage. Once you use this ability, you can't use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes