Cleric
Base Class: Cleric

When tyrants tighten their grip on the common folk, when the plight of the lowly under the rule of the mighty becomes unbearable, oppressed need not a clergyman that will soothe their pain with meaningless sermons of afterlife, they need a leader to rally them to battle to cast away their chains and the Clerics of the Rebellion Domain, worshippers of Gods of Change, Chaos, Riot and other Entities that abet societal change are the ones that take up that mantle. Having to live a secretive lifestyle due to their bad reputation among the elites, the clerics of Rebellion Domain cause the sparks of a riot become a blazing flame of revolution and stand on frontlines of change.

Level 3: Idealist

At level 3, when you choose this subclass, your Divine patron enhances your power to sear the hearts of men with word. Whenever you make a Charisma (Persuasion) or a Charisma (Intimidation) check, you can add your Wisdom modifier to the result of the check.

Additionally, you acquire a keen gift at creating and spreading infectious ideas to others. At the start of your turn (no action required), you may expend one use of your Channel Divinity to spread an idea to an amount of creatures within 60 feet of you that can understand you equal to half your Proficiency Bonus, rounded up. They must make a Contested Wisdom (Insight) check against your Charisma (Persuasion or Deception) check (they may choose to fail). On a failure they become infested with your Idea.

While a creature is infested with your idea, they have disadvantage on Wisdom (insight) checks made against you. Furthermore, you may use a Bonus action to compel a creature infected by your idea to spread to up to two more creatures (three at 12th level, four at 17th level) of your choice that it can see within 30 feet of it to make a Wisdom Saving Throw against your Spell Save Dc. On a failure they also become infected with your idea.

A creature remains infested with your Idea for 1 minute. A Remove Curse spell cast on the creature also removes the effect or you can choose to end it yourself (no action required).

The maximum number of infected creatures you can maintain at once is equal to twice your Wisdom modifier.

Level 3: Rebellion Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Spells
3 Charm Person, Heroism, Crown of Madness, Tasha's Mind Whip
5 Antagonize, Enemies Abound
7 Intrusive Despair, Backlash
9 Incite Riot, Hold Monster

Level 3: Chippin' In

Also at level 3, when your ideas have been spread you know exactly how to manipulate others to do your bidding. At the end of a long or short rest, choose two Abjuration and two Enchantment (except Raulothim's Psychic Lance) spells that you know and that can only affect one creature. When you cast one of these spells and target a creature infected by your Idea you may also have the spell target another creature infected by your Idea within 60 feet of the original target. Once you do so, both of these creatures are no longer affected by your Idea.

The amount of spells you can choose with the use of this feature increases as you gain levels in this subclass: You can choose three enchantment and abjuration spells at lvl 12 and four enchantment and abjuration spells at level 17

This feature can be used a number of times equal to your Wisdom modifier and after you have expended all uses of this ability, you must finish a long rest to regain its uses.

Level 6: l'internationale

Starting at 6th level, you learn how to express and spread your infectious ideas through simpler means of communication. Whenever you use the "Idealist" Feature to spread your Ideas, as long as the creature can see your chosen method of communication (at the Dungeon Master's discretion), the creature can still become infected even if it does not understand any languages you speak. Furthermore, creatures infected by your Idea always understand what you say.

Level 6: Reise, Reise

Also starting at level 6, Your infectious ideas have begun taking stronger roots in your listeners' minds, granting you the ability to either rally those you support into battle or bane those that stand against you and your righteous crusade. Whenever you use the Chippin' In feature, all creatures currently infected with your Ideas gain either Valor 1d4 or Jinxed 1d4 (your choice) until the start of your next turn.

Level 8: Anarchist's Cookbook

At level 8 you learn the art of creating cottage industry explosives. Whenever you finish a long rest, you can create a single explosive device that looks like a pipe bomb. As an action, you or any other creature you give the explosive device to can throw it out to a range of 30ft. All creatures at the point within 5 ft of the explosive device landing must succeed on a Dexterity saving throw or take 4d6 fire damage. Alternatively, you can use a Utilize action to plant an explosive device and later use a Magic action to make it explode, forcing all creatures within 5 ft at the moment of Device's explosion succeed on a Dexterity saving throw or take 4d6 fire damage. The explosive device that hasnt been exploded breaks whenever you finish a long rest.

Level 17: Come Together

By level 17, your mastery over infectious ideals have reached its peak, you able to rally those who support you into making unbelievable feats and damn those who oppose you into fumbling the easiest of opportunities. Once per round of combat, whenever a creature infected by your Idea makes a d20 test, you can choose to add or subtract a bonus to the roll, potentially causing it to succeed or fail. The bonus equals your Wisdom modifier (minimum of 1).

If you added a bonus to the d20 test and it succeeded, you and the creature you aided both gain temporary hit points equal to 1d6 + your Cleric Level and if you added a penalty to the roll and it failed, the creature that failed the roll takes psychic damage equal to 1d6+ your Cleric Level and is no longer infected with your Idea.

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