Cleric
Base Class: Cleric

Unlike grave clerics, who watch the line between life and death, clerics of the cycle understand their is no such line and that the natural order is from life to death to life again. With this understanding they learn both to heal their allies and damage their enemies knowing that both activities fall within the natural order of things. Life is to give and Death is to take away. Clerics in this domain either worship a natural deity, a deity that embodies the twin faces of life and death or two separate deities one of life and one of death. Cycle clerics abhor the unnatural and seek to destroy threats to the balance, the cycle and the natural order. Although threats to the natural order are often  aberrations, undead and fiends (which Cycle clerics can deal additional damage to) any threat be it mortal, celestial, fey or fiend is under the purview of Cycle clerics. From the understanding that life and death are one and the same, these clerics gain the ability to bend these powers to their will, using healing spells to empower their necrotic damage and vice versa.

Cycle domain spells

    Cleric Level            Spells

1st              Inflict wounds, Cure wounds

3rd              Prayer of healing, Blindness deafness

5th              revifify, mass healing word

7th              death ward, blight

9th              greater restoration, contagion

 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Disciple of the Cycle

Also starting at 1st level, your healing or necromantic spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature or damage a creature, the creature gains or loses additional hit points equal to 1 + half the spell’s level (rounded up).

Channel Divinity: Defend the natural order

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured or smite the unnatural.

As an action, you present your holy symbol and evoke life energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

The same pool of hit points can be used to smite the unnatural by adding no more than half weapon damage dealt as radiant damage to undead, fiends, abyssals or abberations.

From Life to Death

Beginning at 6th level, you learn to harness the energies of life and death. The healing spells you cast empower your necrotic damage dealing spells and necrotic damage empowers your healing abilities. When you cast a spell of 1st level or higher:

  • That restores hit points to a creature other than you, your next weapon or spell attack deals additional necrotic damage equal to 1 + half the spells level.
  • Deals necrotic damage you or an ally regain hit points equal to 1 + half the spells level.
  • Enemies you reduce to zero hitpoints replenish your well of channel divinity hitpoints equal to their CR.

Divine Strike

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 2d4 radiant and necrotic damage (half and half) to the target. When you reach 14th level, the extra damage increases to 2d8.

Ageless one

Starting at 17th level you have reached the highest mastery over the magics of life and death. An Ageless one can alter the age of their body at will (as an action) becoming as Old or Young as possible without becoming incapable of reversing the metamorphosis (An ageless one that becomes an infant for example would lose the mental capacity to control this power and have to age naturally to regain their power). Further when an Ageless one heals or damages with necrotic damage they can re roll damage die with a one or two once per dice.

When an ageless one choses to be come old aged, they gain plus 2 to wisdom and -2 from constitution -1 from strength and dexterity. If the Ageless one becomes a youth in their prime, they suffer -2 from wisdom and gain +1 to constitution and strength.

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