Base Class: Cleric
Nerath Vell is a tall, gaunt figure, draped in flowing robes of deep midnight blue that shimmer with an unsettling iridescence under the light. His skin is pale, almost translucent, with wisps of silver hair cascading down to his shoulders, framing a sharp, angular face with sunken cheeks that give him an ethereal look. A single silver eye glows where his left eye should be, while the right one is obscured by a swirling black band of shadow. Skilled in both divine magic and eldritch secrets, Nerath wields his abilities to twist fate and bend reality, often unnerving those around him. Once a humble scholar of ancient texts, he became a devoted cleric to a Great Old One after uncovering forgotten tomes that revealed dark truths about existence and the cosmos, leading him to embrace madness as a gateway to power. As a keeper of forbidden knowledge, he serves as an adviser to cultists and seekers of arcane lore, often brokering deals that grant others glimpses into the unknown. Deep down, Nerath yearns to decipher the ultimate secret of his patron, believing that through this arcane understanding, he can transcend the mortal realm and unite with his Great Old One, reshaping the world in a new, cosmic order.
Level 3: Break the Mind
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to break the mind of your foe. The target creature within 60 feet must succeed on an Intelligence saving throw or take 3d6 Psychic damage and has disadvantage on the next saving throw it makes before the end of your next turn. If the target succeeds the save, they take half damage and doesn’t suffer the other effects.
Level 6: Whispers from the Far Realms
Your thoughts cannot be detected nor your mind read. If a creature attempts to do so against your will, it must make an Intelligence Saving Throw or take 2d8+your cleric level in psychic damage.
Level 17: We’re all mad here
Allies within 30 feet of you have advantage on Intelligence and Wisdom checks and saving throws. You also have the Weird spell always prepared and it doesn’t count against the spells you have prepared.
Level 3: Cultist Spells
Level 3: Cultist Spells
You always have certain spells ready. When you reach a Cleric level specified in the Cultist Spells table, you thereafter always have the listed spells prepared.
Cultist Spells
|
Cleric Level |
Prepared Spells |
|---|---|
|
3 |
Arms of Hadar, Dissonant Whispers, Mind Spike, Suggestion |
|
5 |
Hunger of Hadar, Hypnotic Pattern |
|
7 |
Evard’s Black Tentacles, Summon Aberration |
|
9 |
Contact Other Plane, Legend Lore |
Previous Versions
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9/17/2025 8:51:52 PM
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0
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Coming Soon
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